2640 Commits

Author SHA1 Message Date
Crow
92081c9f1a
Expand PWS Usage by Disc Priests (#2403)
<!--
Thank you for contributing to mod-playerbots, please make sure that
you...
1. Submit your PR to the test-staging branch, not master.
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DESIGN PHILOSOPHY: We prioritize STABILITY, PERFORMANCE, AND
PREDICTABILITY over behavioral realism.

Every action and decision executes PER BOT AND PER TRIGGER. Small
increases in logic complexity scale
poorly across thousands of bots and negatively affect all. We prioritize
a stable system over a smarter
one. Bots don't need to behave perfectly; believable behavior is the
goal, not human simulation.
Default behavior must be cheap in processing; expensive behavior must be
opt-in.

Before submitting, make sure your changes aligns with these principles.
-->

## Pull Request Description
<!-- Describe what this change does and why it is needed -->
Disc Priests currently do not use Power Word: Shield until a party
member is at "medium health" (configurable, default 65%). That is the
second-level healing threshold; at the highest level, "almost full
health" (configurable, default 85%), Disc Priests will use only Prayer
of Mending and Renew. This PR adds PWS as the highest priority healing
action starting at "almost full health."


## Feature Evaluation
<!--
If your PR is very minimal (comment typo, wrong ID reference, etc), and
it is very obvious it will not have
any impact on performance, you may skip these question. If necessary, a
maintainer may ask you for them later.
-->

<!-- Please answer the following: -->
- Describe the **minimum logic** required to achieve the intended
behavior.
- Describe the **processing cost** when this logic executes across many
bots.
Added new action "power word: shield on party" to "party member almost
full health" trigger in HealPriestStrategy.cpp (the "heal" strategy,
which is the default strategy for Disc Priests, as Holy Priests use the
"holy heal" strategy).


## How to Test the Changes
<!--
- Step-by-step instructions to test the change.
- Any required setup (e.g. multiple players, number of bots, specific
configuration).
- Expected behavior and how to verify it.
-->
Group up with a Disc Priest and take damage; confirm that PWS is cast
when you drop below your configured almost full health threshold.


## Impact Assessment
<!-- As a generic test, before and after measure of pmon (playerbot pmon
tick) can help you here. -->
- Does this change increase per-bot/per-tick processing or risk scaling
poorly with thousands of bots?
    - - [x] No, not at all
    - - [ ] Minimal impact (**explain below**)
    - - [ ] Moderate impact (**explain below**)



- Does this change modify default bot behavior?
    - - [ ] No
    - - [x] Yes (**explain why**)

PWS is the signature ability of Disc. Priests, and delaying it to 65% is
significantly limiting their effectiveness in group content,
particularly with raid bosses that deal raidwide damage and in heroic
dungeons, where waiting until the tank hits 65% is a death wish. This
single change makes an enormous difference in their effectiveness.

See below for before/after change for Eredar Twins (focus on the
activity).

Before:

<img width="693" height="397" alt="Screenshot 2026-05-18 201949"
src="https://github.com/user-attachments/assets/18ad84c7-9ad8-4c39-94e7-650c9bb5f36e"
/>

After:

<img width="746" height="409" alt="image"
src="https://github.com/user-attachments/assets/6240f118-e12f-44c7-a1af-373e94985957"
/>


- Does this change add new decision branches or increase maintenance
complexity?
    - - [x] No
    - - [ ] Yes (**explain below**)



## AI Assistance
<!--
AI assistance is allowed, but all submitted code must be fully
understood, reviewed, and owned by the contributor.
We expect contributors to be honest about what they do and do not
understand.
-->
Was AI assistance used while working on this change?
- - [x] No
- - [ ] Yes (**explain below**)
<!--
If yes, please specify:
- Purpose of usage (e.g. brainstorming, refactoring, documentation, code
generation).
- Which parts of the change were influenced or generated, and whether it
was thoroughly reviewed.
-->



<!--
TRANSLATIONS:
Anything new that the bots say in chat must be in a translatable format.
This is done using GetBotTextOrDefault,
which you can search for in the codebase to find examples. Your code
needs to have English as the default fallback,
while the full translations need to be in an SQL update file. The
languages in the file are the nine language
options supported by AzerothCore: English, Korean, French, German,
Chinese, Taiwanese, Spanish, Spanish Mexico, and
Russian. See
data/sql/playerbots/updates/2025_12_27_ai_playerbot_fishing_text.sql as
an example of a translation SQL
update, whose content are called within the codebase at
src/strategy/actions/FishingAction.cpp
-->

## Final Checklist

- - [x] Stability is not compromised.
- - [x] Performance impact is understood, tested, and acceptable.
- - [x] Added logic complexity is justified and explained.
- - [x] Any new bot dialogue lines are translated.
- - [x] Documentation updated if needed (Conf comments, WiKi commands).

## Notes for Reviewers
<!-- Anything else that's helpful to review or test your pull request.
-->
2026-05-22 19:24:47 -07:00
kadeshar
34f34ef13d
Fix for ru translation (#2400)
<!--
Thank you for contributing to mod-playerbots, please make sure that
you...
1. Submit your PR to the test-staging branch, not master.
2. Read the guidelines below before submitting.
3. Don't delete parts of this template.

DESIGN PHILOSOPHY: We prioritize STABILITY, PERFORMANCE, AND
PREDICTABILITY over behavioral realism.

Every action and decision executes PER BOT AND PER TRIGGER. Small
increases in logic complexity scale
poorly across thousands of bots and negatively affect all. We prioritize
a stable system over a smarter
one. Bots don't need to behave perfectly; believable behavior is the
goal, not human simulation.
Default behavior must be cheap in processing; expensive behavior must be
opt-in.

Before submitting, make sure your changes aligns with these principles.
-->

## Pull Request Description
<!-- Describe what this change does and why it is needed -->

Fixed bug with finding russian texts (loc8)

Related with:
https://github.com/mod-playerbots/mod-playerbots/issues/1884

## How to Test the Changes
<!--
- Step-by-step instructions to test the change.
- Any required setup (e.g. multiple players, number of bots, specific
configuration).
- Expected behavior and how to verify it.
-->

1. Use ru client
2. Invite bot
3. Use command `focus heal ?"

## Impact Assessment
<!-- As a generic test, before and after measure of pmon (playerbot pmon
tick) can help you here. -->
- Does this change increase per-bot/per-tick processing or risk scaling
poorly with thousands of bots?
    - - [x] No, not at all
    - - [ ] Minimal impact (**explain below**)
    - - [ ] Moderate impact (**explain below**)



- Does this change modify default bot behavior?
    - - [x] No
    - - [ ] Yes (**explain why**)



- Does this change add new decision branches or increase maintenance
complexity?
    - - [x] No
    - - [ ] Yes (**explain below**)



## AI Assistance
<!--
AI assistance is allowed, but all submitted code must be fully
understood, reviewed, and owned by the contributor.
We expect contributors to be honest about what they do and do not
understand.
-->
Was AI assistance used while working on this change?
- - [ ] No
- - [x] Yes (**explain below**)
<!--
If yes, please specify:
- Purpose of usage (e.g. brainstorming, refactoring, documentation, code
generation).
- Which parts of the change were influenced or generated, and whether it
was thoroughly reviewed.
-->

Find and fix wrong places checking texts

<!--
TRANSLATIONS:
Anything new that the bots say in chat must be in a translatable format.
This is done using GetBotTextOrDefault,
which you can search for in the codebase to find examples. Your code
needs to have English as the default fallback,
while the full translations need to be in an SQL update file. The
languages in the file are the nine language
options supported by AzerothCore: English, Korean, French, German,
Chinese, Taiwanese, Spanish, Spanish Mexico, and
Russian. See
data/sql/playerbots/updates/2025_12_27_ai_playerbot_fishing_text.sql as
an example of a translation SQL
update, whose content are called within the codebase at
src/strategy/actions/FishingAction.cpp
-->

## Final Checklist

- - [x] Stability is not compromised.
- - [x] Performance impact is understood, tested, and acceptable.
- - [x] Added logic complexity is justified and explained.
- - [x] Any new bot dialogue lines are translated.
- - [x] Documentation updated if needed (Conf comments, WiKi commands).

## Notes for Reviewers
<!-- Anything else that's helpful to review or test your pull request.
-->
2026-05-22 19:24:15 -07:00
HennyWilly
ab196cb532
Refactoring of BWL strategy (#2397)
<!--
Thank you for contributing to mod-playerbots, please make sure that
you...
1. Submit your PR to the test-staging branch, not master.
2. Read the guidelines below before submitting.
3. Don't delete parts of this template.

DESIGN PHILOSOPHY: We prioritize STABILITY, PERFORMANCE, AND
PREDICTABILITY over behavioral realism.

Every action and decision executes PER BOT AND PER TRIGGER. Small
increases in logic complexity scale
poorly across thousands of bots and negatively affect all. We prioritize
a stable system over a smarter
one. Bots don't need to behave perfectly; believable behavior is the
goal, not human simulation.
Default behavior must be cheap in processing; expensive behavior must be
opt-in.

Before submitting, make sure your changes aligns with these principles.
-->

## Pull Request Description
<!-- Describe what this change does and why it is needed -->
This PR refactors the Blackwing Lair strategy to align with newer raid
strategy implementations.
It extracts repeated Blackwing Lair spell IDs, game object IDs, and
suppression device checks into a shared helper, so the action and
trigger code use the same centralized definitions instead of duplicating
literals and condition chains.
No gameplay behavior changes are expected.

This PR is intended as a base for follow-up PRs that introduce
additional boss-specific strategy logic.

## Feature Evaluation
<!--
If your PR is very minimal (comment typo, wrong ID reference, etc), and
it is very obvious it will not have
any impact on performance, you may skip these question. If necessary, a
maintainer may ask you for them later.
-->

<!-- Please answer the following: -->
- Describe the **minimum logic** required to achieve the intended
behavior.
- Move existing BWL-specific constants and the suppression device
condition into a shared helper.
- Keep all existing trigger names, action names, spell IDs, game object
IDs, and condition checks unchanged.
- Update the affected action/trigger implementations to call the helper
instead of duplicating the same logic inline.
- Describe the **processing cost** when this logic executes across many
bots.
- No meaningful increase. The logic executed per bot remains effectively
the same.
- This refactor only replaces duplicated inline checks with a shared
helper function and named constants.
- There are no additional scans, branches, state tracking, or new
decision loops.

## How to Test the Changes
<!--
- Step-by-step instructions to test the change.
- Any required setup (e.g. multiple players, number of bots, specific
configuration).
- Expected behavior and how to verify it.
-->
Run the Blackwing Lair raid and check if the already implemented
features still work:
- _Onyxia Scale Cloak handling_: Confirm the bot still applies/checks
the same aura as before.
- _Suppression device handling_: Confirm bots still detect nearby active
suppression devices and turn them off under the same conditions as
before.
- _Chromaggus bronze affliction handling_: Confirm bots still use
Hourglass Sand if they have the bronze affliction.

## Impact Assessment
<!-- As a generic test, before and after measure of pmon (playerbot pmon
tick) can help you here. -->
- Does this change increase per-bot/per-tick processing or risk scaling
poorly with thousands of bots?
    - - [ ] No, not at all
    - - [x] Minimal impact (**explain below**)
    - - [ ] Moderate impact (**explain below**)

A small helper call was introduced for the suppression device check, so
there is technically a minor additional call overhead compared to the
previous inline condition. In practice, the executed logic, iteration
scope, and decision flow remain unchanged, so the impact is negligible
and does not introduce meaningful scaling risk.

- Does this change modify default bot behavior?
    - - [x] No
    - - [ ] Yes (**explain why**)

- Does this change add new decision branches or increase maintenance
complexity?
    - - [x] No
    - - [ ] Yes (**explain below**)

## AI Assistance
<!--
AI assistance is allowed, but all submitted code must be fully
understood, reviewed, and owned by the contributor.
We expect contributors to be honest about what they do and do not
understand.
-->
Was AI assistance used while working on this change?
- - [ ] No
- - [x] Yes (**explain below**)
<!--
If yes, please specify:
- Purpose of usage (e.g. brainstorming, refactoring, documentation, code
generation).
- Which parts of the change were influenced or generated, and whether it
was thoroughly reviewed.
-->
AI was used for review support and drafting the pull request text.
The refactoring itself was done manually.

<!--
TRANSLATIONS:
Anything new that the bots say in chat must be in a translatable format.
This is done using GetBotTextOrDefault,
which you can search for in the codebase to find examples. Your code
needs to have English as the default fallback,
while the full translations need to be in an SQL update file. The
languages in the file are the nine language
options supported by AzerothCore: English, Korean, French, German,
Chinese, Taiwanese, Spanish, Spanish Mexico, and
Russian. See
data/sql/playerbots/updates/2025_12_27_ai_playerbot_fishing_text.sql as
an example of a translation SQL
update, whose content are called within the codebase at
src/strategy/actions/FishingAction.cpp
-->

## Final Checklist

- - [x] Stability is not compromised.
- - [x] Performance impact is understood, tested, and acceptable.
- - [x] Added logic complexity is justified and explained.
- - [x] Any new bot dialogue lines are translated.
- - [x] Documentation updated if needed (Conf comments, WiKi commands).

## Notes for Reviewers
<!-- Anything else that's helpful to review or test your pull request.
-->
This PR is intended to be behavior-preserving only.
The main change is consolidation of repeated Blackwing Lair constants
and suppression device logic into a shared helper used by both actions
and triggers. Review can focus on verifying that the extracted helper
matches the previous conditions.
2026-05-22 19:23:49 -07:00
Mat
c7b4b9aa80
ICC V2, Autogear BiS cmd (#2363)
## Pull Request Description
<!-- Describe what this change does and why it is needed -->

Big thanks to @kadeshar for providing the bis list for many raids and
ilvls :D

Video demo for ICC 25HC:
https://studio.youtube.com/video/nACyjn817iQ/edit

Video demo for autogear bis chat command:
https://www.youtube.com/watch?v=2YqyVBaSb2g

split main IccActions.cpp into sperate per boss .cpp files
changed style to be more aligned with
https://www.azerothcore.org/wiki/cpp-code-standards (WIP)
added bisicc chat command for bots to gear with ICC bis gear if autogear
and bisicc is enabled in cfg
https://gist.github.com/metal0/0bb094bf65d27e17044308ad0646cae1 bis list
used

LM

Added multiple spike marking and focus for faster spike clearing, each
spike will get its own kill group, tank spike will never get melee bots
(only assist tank and ranged dps)
Added coldflame detection so that melee bots dont go for spikes that are
in flames
During bonestorm assist tank will go far away spot so that once
bonestorm is fixed, LM will bounce back and forth from MT to AT (atm it
targets randomly, it should always pick furthest target)
Coldflame avoidance is handled by avoid AOE, important to keep it on in
cfg

Tested on ALL diffs

LDW

Improved skull marking of adds, add handling by tanks and dps
Changed 1st position for ranged bots for easier adds handling in HC and
NM
Improved tanking logic for tanks, assist tank will focus on collecting
adds and bring them near boss
Real players will also get cyclone aura when mind controlled
Improved ranged position during 2nd phase, they should not get stuck in
corners/walls anymore
Tanks will remove LDW ToI aura in HC (really hard to tank with it since
many things are happening at once)
Added Cheat for LDW fight to help tanks with agro in 2nd phase of heroic
modes
Changed tank position in phase 2 closer to pillars opposed to stairs
(bots love to fall thru floor and run thru walls if near them) this
fixed the issue
Fixed edge case for escaping from shades, it could happen that multiple
shades would target bot, and it was running from 1st one he found, now
it will run form all that are targeting it
Hunters will cast viper sting now, to increase shield draining speed

Tested on ALL diffs
Edit 19.5. :
Tested 25hc with autogear bis gear, playebots cfg ICC cheats off, world
cfg ICC buff on max (30%)
In short cleared LDW without ICC cheats with bis gear but unoptimized
enchants, talents, gems. I still recommend using ICC cheats for better
and fun experience.

GS

Changed triggers and actions to enable cross faction play
Assist tank will now actually tank adds on friendly ship
Dps will properly jump to attack mage and go back to their ship, if
stuck on enemy ship /p reset, /p summon or /p follow
fixed trigger for cannons, if cannons are frozen bots wont try to mount
them anymore which prevented them from attacking mage properly
bots will use rocket packs to jump to and from enemy ship instead of
teleporting
Main tank will now jump 1st. tank enemy boss and wait until all bots
have jumped back before he jumps back
All bots will wait for main tank to engage enemy captain before jumping
to enemy ship
Cannons will focus rockets 1st, then other adds now (for when gs gets
scripted)
Rdps will focus nearby adds on enemy ship and mark with star rti icon
when there is no deep freeze

todo: remove tanking bypass when core fixes enemy ship boss threat
reseting
Tested crossfaction on horde with single ally bot, ally bot did
everything right, need to test more.
note horde side is heavily bugged due to threat issue of adds, tanks
cant take threat, on ally its somewhat ok, on horde rip. Horde is
doable, but annoying cus of threat issue.


Tested on ALL diffs

DBS

Remade tank taunt logic, tanks should now properly taunt boss and let
other tank taunt it if they get rune of blood
Tanks will tank adds better now, no loose adds anymore

Tested on ALL diffs

Dogs

Remade tank taunt logic, tanks should now properly taunt boss and let
other tank taunt it if they get 8 mortal wounds stacks
Tanks will tank adds better now, no loose adds anymore

Tested on ALL diffs


Festergut

Hunters sometimes populated row 0 which would make them in melee range
of the boss (bad for dps). They should pick correct rows now
Healers will populate row 0 1st then other rows for optimal healing
position
Ranged bots should properly choose unique spots to avoid stacking when
there is no spore present
Remade tank taunt logic, tanks should now properly taunt boss and let
other tank taunt it if they get 6 gastric bloat stacks
Changed ranged spore position closer to boss
Spore bots should be able to attack/do non movement action when they
have spore and are in position
Solved malleable goo detection via direct boss hooks to detect boss
targets!

Tested on ALL diffs

Rotface

Tanks should not fight over big ooze anymore
Improved big ooze kiting
Improved small ooze stacking logic (when no big ooze present, stack at
small ooze position, when big ooze is present move to it)
Fixed edge cases when main and assist tank get small ooze (they used to
move to big ooze, that was really bad since main tank would start to
tank big ooze and get hit by big ooze, assist tank would stop kiting and
get hit by big ooze)
stopped mutated plague from dispelling instantly (as fight goes on,
rotface cast mutated plague more and more, thus making it impossible to
pass due to sheer numbers of small oozes and big oozes on the map, this
will delay their spawning and give enough time for bots to handle them
properly)
Fixed edge case of multiple small oozes and big oozes being alive at
same time (bots would detect wrong oozes and wipe raid or get stuck)
Improved flood avoidance
Improved ranged positioning in heroic mode, instead of letting them
choose positions (which is a nightmare on dynamic fight as rotface, they
now will choose 1 spot of 22 premade ones and populate them based on
guid and adopt spot based on flood position)
Improved Explosion avoidance by making bots remember their starting
position so that they can return to it after big ooze explode, their
movement is not chaotic anymore, and improved timers, they will wait 2
sec at new position before returning to starting position so that they
can avoid explosion projectiles properly, they should also avoid moving
to other bots starting positions.
These changes ensure minimal movements so that bot can do maximum dps
possible.

Tested on ALL diffs

PP

Fixed many logic conflicts that caused bots to freeze, do bad dps to
ooze/clouds
Fixed triggers and multipliers
Improved Gas Cloud avoidance, bloated bot will now remember its previous
position to avoid backtracking/getting stuck in corners
Added boss hooks to finally detect malleable goo, it is not an npc,
object or creature and PP doesn't target anyone, bots will flee from it
now
Boss stacking now only in last phase
Added cheats for players also (if enabled in cfg) only bots used to get
auras
Fixed tank switching in last phase, atm PP doesn't apply aura, but it
should work, since same logic works for dogs, festergut and dbs
Assist tank will now become abo if there is no abo before first puddle
appears
Abo will during puddles, slow oozes, slash boss & oozes
In last phase assist will return to normal

Tested on ALL diffs
Edit 19.5. :
Tested 25hc with autogear bis gear, playebots cfg ICC cheats off, world
cfg ICC buff on max (30%)
Tanks switched in last phase flawlesly and shared stacks as they should
(mutated plague got fixed in core)
In short cleared PP without ICC cheats with bis gear but unoptimized
enchants, talents, gems. I still recommend using ICC cheats for better
and fun experience.

BPC

Added center position to prevent bots from pulling BQL or other adds
when they glitch thru walls/floor and thus resetting raid back to icc
entrance teleporter
Added additional z axis resetting since bots like to "fly" up in the air
when attacking kinetic bombs.
using cheat bypass for ball of inferno flames (atm bugged, doesn't
shrink), bots will simply kill them when they spawn.
Improved tanking for main tanks, improved collection of dark nuclei for
assist tank
Improved kinetics bomb handling
Improved shock vortex spreading
Improved valaran spreading for ranged
Added shock vortex (non empowered) detection to avoid it while moving
into safe positions
Fixed jittery movement

Tested on ALL diffs

BQL

Removed center position block so that bots can spread our easier in 25
mode, not ideal but makes 25hc easier
Replaced repulsion based spreading, now each bot will have its own spot
and move if needed to new spot
Improved air phase spreading
Fixed assist tank taking 1st bite

Tested on ALL diffs

VDW

Due to recent core changes bots got bugged in portals if no real player
entered and changed Z axis, if there was no z axis change bots would
chill under the cloud on the ground and do nothing. I could not figure
out how to fix this (thus breaking immersion) without force teleporting
them to the clouds.
Bots that go into portals will now teleport at the same time to clouds
instead of following leader bot.
Added feature that if players enter the portal, player with lowest guid
will become bot "leader" and they will follow that player so that there
is at least a little bit of immersion left.
Fixed cloud collection for Heroic Mode, bots will now time clouds more
precisely to avoid loosing stack due to not picking them up
Improved RTI marking
Improved group splitting
Improved zombie kiting and avoiding explosion

Tested on ALL diffs

Sindragosa

Bots will mark tomb positions with red smoke bomb in air phase so that
real player know where to go with when beacon on them
in last phase they will mark with blue smoke tomb position
Fixed tank positioning
Fixed wrong tomb choice and positioning
Fixed tomb marking
In last phase healers will stack with melee to allow boss healing
In last phase when waiting for mystic debuff to pass, bots will damage
tomb like in air phase to speed up the kill

todo: tank switch to reset mystic buffet stacks
Tested on ALL diffs
Edit 19.5. :
Tested 25hc with autogear bis gear, playebots cfg ICC cheats off, world
cfg ICC buff on max (30%)
In short cleared LDW without ICC cheats with bis gear but unoptimized
enchants, talents, gems. I still recommend using ICC cheats for better
and fun experience.

LK

Changed add gathering logic for 1st phase and winter phase, instead of
tank moving to shamblings, he will keep taunting until they agro him.
necrotic plague is easy now, ditched complex timing logic for a simple
logic ( move to shambling, wait until dispeled, go back. Healers dont
dispel until defile ally is near shambling )
Fixed winter phase gathering logic, assist tank will now properly move
to raging spirits asap and bring them to main tank, melee dps will no
properly move behind/flank spirits and shamblings to avoid instant
death. Rdps will now properly focus frost orbs and adds, Transition
should also be smoother now, but still needs /p reset if they get stuck.
Other phases are ok, LK fight is now even better than before, but player
still need to know tactics and use multibot addon to help out bots when
needed, especially during defile phase since its random and position
matter for valkyrs and future defiles
Non winter phase AT will collect raging spirits and move them to main
tank, ranged bots will keep distance, melee bots will flank them to
avoid aoe
Defile, ditched complex spreading which was mostly gamble with boss
hooks to detect defile victim. If bot, bot will move away from raid, if
real player main tank will yell Player name move away defile.
bots will stay in center now if safe from defile, raging spirits or vile
spirits
Vile spirits soaking by assist tank. Assist tank will stand between
spirits and raid and chase spirits. healers are allowed to move from
position to heal assist tank. one hunter if alive will be at center
position to place traps to slow down spirits


HC

Real players will also get buffs if cheats are enabled now
Assist tank will now never move towards the raid to gather adds, instead
it will taunt them instead so that they come to it
Assist tank will rotate shamblings at all times away from raid
Assist tank will stun shamblings before transition to avoid shockwave
wipe
Winter phase ice sphere location changed, ranged will focus sphere
faster and better now
Fixed jittery movement and low dps during winter phase
Fixed most of the bots getting stuck during winter phase
Valkyrs will be properly marked now, one by one, in hc bots will now
ignore low hp valkyrs and focus on grabbing valkyrs or boss
After winter raging spirit will have top priority for killing
After winter ranged bots will 1st handle ice spheres then skull targets
Spirit bomb avoidance improved, main tank should not back track into
unsafe positions anymore


Since real player is leader its crucial that player know the tactics,
bots can not handle edge cases during the fight alone,
they need some of reset, follow, summon here and there since its a long
fight and things can go wrong.

Tested on ALL diffs
NOTE: If server crash, bots will sometimes drop ICC strategy even though
they are in ICC, simply re enter or write /p nc +ICC to re enable.
NOTE: addons that mark icons during fight could break bots, since icons
are used for RTI by bots
NOTE: I did not use any raiding addons besides unbot and multibot to
control bots
NOTE: In theory everything should work wihout ICC buff from world cfg,
and ICC cheats from playerbots cfg, didnt test it, didnt try, its too
hard core for hc mode to go raw, but it should be possible good luck :)
NOTE: For normal about 5k gs should be enough to do most bosses. For HC
T10 set + ICC 25 nm or HC gear + gems + enchants + buffs from cfg for
fun experience.
NOTE: As player its good to know every strategy for Bosses, so that you
can spot and help out with reset, follow, summon if bots seem stuck or
are doing something strange, a lot of stuff is happening on most fights
so expect some intervention with reset, summon, follow.

10 MAN 2-3 Healers, 2 Tanks, at least 1 hunter, at least one druid for
bress (its not set in stone, but most success with this setup)
25 MAN 6-7 Healers, 2 tanks, at least 1 hunter, at least 3-4 druids for
bress (its not set in stone, but most success with this setup)

GL & HF, happy raiding :D

Closes #1421 #2120
Fixes #1219 NOTE: Not all of them, I have updated affected changes in
#1219. Trash, quest, cheats are still nice to haves, but I don't see
working on that in near future.

Before posting bugs check #1219 and write there. As I said, I dont plan
to implement certain things in near future, but I am more than willing
to fix bugs that crash server if they happen ASAP.

<!--
Thank you for contributing to mod-playerbots, please make sure that
you...
1. Submit your PR to the test-staging branch, not master.
2. Read the guidelines below before submitting.
3. Don't delete parts of this template.

DESIGN PHILOSOPHY: We prioritize STABILITY, PERFORMANCE, AND
PREDICTABILITY over behavioral realism.

Every action and decision executes PER BOT AND PER TRIGGER. Small
increases in logic complexity scale
poorly across thousands of bots and negatively affect all. We prioritize
a stable system over a smarter
one. Bots don't need to behave perfectly; believable behavior is the
goal, not human simulation.
Default behavior must be cheap in processing; expensive behavior must be
opt-in.

Before submitting, make sure your changes aligns with these principles.
-->





## Feature Evaluation
<!--
If your PR is very minimal (comment typo, wrong ID reference, etc), and
it is very obvious it will not have
any impact on performance, you may skip these question. If necessary, a
maintainer may ask you for them later.
-->

<!-- Please answer the following: -->
- Describe the **minimum logic** required to achieve the intended
behavior.
- Describe the **processing cost** when this logic executes across many
bots.



## How to Test the Changes
<!--
- Step-by-step instructions to test the change.
Enter ICC
Test Bosses

bis ICC command
type bisicc into party chat or whisper and bots will reply and equip
gear

- Any required setup (e.g. multiple players, number of bots, specific
configuration).
NOTE: If server crash, bots will sometimes drop ICC strategy even though
they are in ICC, simply re enter or write /p nc +ICC to re enable.
NOTE: addons that mark icons during fight could break bots, since icons
are used for RTI by bots
NOTE: I did not use any raiding addons besides unbot and multibot to
control bots
NOTE: In theory everything should work wihout ICC buff from world cfg,
and ICC cheats from playerbots cfg, didnt test it, didnt try, its too
hard core for hc mode to go raw, but it should be possible good luck :)
NOTE: For normal about 5k gs should be enough to do most bosses. For HC
T10 set + ICC 25 nm or HC gear + gems + enchants + buffs from cfg for
fun experience.
NOTE: As player its good to know every strategy for Bosses, so that you
can spot and help out with reset, follow, summon if bots seem stuck or
are doing something strange, a lot of stuff is happening on most fights
so expect some intervention with reset, summon, follow.

10 MAN 2-3 Healers, 2 Tanks, at least 1 hunter, at least one druid for
bress (its not set in stone, but most success with this setup)
25 MAN 6-7 Healers, 2 tanks, at least 1 hunter, at least 3-4 druids for
bress (its not set in stone, but most success with this setup)
- Expected behavior and how to verify it.
If requirements are met, bots should not struggle with killing bosses
Compare to https://www.youtube.com/watch?v=nACyjn817iQ&t=460s
-->



## Impact Assessment
<!-- As a generic test, before and after measure of pmon (playerbot pmon
tick) can help you here. -->
- Does this change increase per-bot/per-tick processing or risk scaling
poorly with thousands of bots?
    - - [ ] No, not at all
    - - [X ] Minimal impact (**explain below**)
In theory it should not impact, didnt test with hi bot count or large
player count
    - - [ ] Moderate impact (**explain below**)



- Does this change modify default bot behavior?
    - - [X ] No
    - - [ ] Yes (**explain why**)



- Does this change add new decision branches or increase maintenance
complexity?
    - - [ ] No
    - - [X ] Yes (**explain below**)

Impacts in raid, new actions, triggers
Impacts with new bisicc cmd that will gear bots
Everything should make it easier for maintenance since each boss is in
seperate file now


## AI Assistance
<!--
AI assistance is allowed, but all submitted code must be fully
understood, reviewed, and owned by the contributor.
We expect contributors to be honest about what they do and do not
understand.
-->
Was AI assistance used while working on this change?
- - [ ] No
- - [x ] Yes (**explain below**)
<!--
If yes, please specify:
- Purpose of usage (e.g. brainstorming, refactoring, documentation, code
generation).
- Which parts of the change were influenced or generated, and whether it
was thoroughly reviewed.
-->

AI was used for analyzing code for ac code standard violations, edits
were made by me. It was used for fixing bugs, brainstorming and code
generation (for complex math problems, such as dynamicaly kiting oozes
around, assiging positions during multiple complex situations in rotface
encouter. Everything was checked and tested multiple times until it was
polished (to my abilites and understanding). It helped me to solve
Malleable goo detection, defile, by hooking directly to boss in order to
detect it, since it was detectable only by split second since it was not
npc, spell or object.


<!--
TRANSLATIONS:
Anything new that the bots say in chat must be in a translatable format.
This is done using GetBotTextOrDefault,
which you can search for in the codebase to find examples. Your code
needs to have English as the default fallback,
while the full translations need to be in an SQL update file. The
languages in the file are the nine language
options supported by AzerothCore: English, Korean, French, German,
Chinese, Taiwanese, Spanish, Spanish Mexico, and
Russian. See
data/sql/playerbots/updates/2025_12_27_ai_playerbot_fishing_text.sql as
an example of a translation SQL
update, whose content are called within the codebase at
src/strategy/actions/FishingAction.cpp
-->

## Final Checklist

- - [ x] Stability is not compromised.
- - [x ] Performance impact is understood, tested, and acceptable.
- - [x ] Added logic complexity is justified and explained.
- - [x] Any new bot dialogue lines are translated.
- - [x ] Documentation updated if needed (Conf comments, WiKi commands).

## Notes for Reviewers
<!-- Anything else that's helpful to review or test your pull request.
-->
I have not tested with multiple players, or large servers or with 3k+
bots

---------

Co-authored-by: Keleborn <22352763+Celandriel@users.noreply.github.com>
Co-authored-by: bash <hermensb@gmail.com>
Co-authored-by: Revision <tkn963@gmail.com>
Co-authored-by: kadeshar <kadeshar@gmail.com>
2026-05-22 19:23:35 -07:00
Keleborn
2973083dda
RBAC sync (#2355)
<!--
Thank you for contributing to mod-playerbots, please make sure that
you...
1. Submit your PR to the test-staging branch, not master.
2. Read the guidelines below before submitting.
3. Don't delete parts of this template.

DESIGN PHILOSOPHY: We prioritize STABILITY, PERFORMANCE, AND
PREDICTABILITY over behavioral realism.

Every action and decision executes PER BOT AND PER TRIGGER. Small
increases in logic complexity scale
poorly across thousands of bots and negatively affect all. We prioritize
a stable system over a smarter
one. Bots don't need to behave perfectly; believable behavior is the
goal, not human simulation.
Default behavior must be cheap in processing; expensive behavior must be
opt-in.

Before submitting, make sure your changes aligns with these principles.
-->

## Pull Request Description
<!-- Describe what this change does and why it is needed -->
Implement RBAC Permission system in checks.

Claude flagged the following
PlayerbotMgr.cpp:751	<= SEC_PLAYER 
SecurityCheckAction.cpp:27	== SEC_PLAYER 

In these two cases a moderator level account has access to these
commands. This was preserved in PR. The question is whether mods should
maintain the override.


## Feature Evaluation
<!--
If your PR is very minimal (comment typo, wrong ID reference, etc), and
it is very obvious it will not have
any impact on performance, you may skip these question. If necessary, a
maintainer may ask you for them later.
-->

<!-- Please answer the following: -->
- Describe the **minimum logic** required to achieve the intended
behavior.
- Describe the **processing cost** when this logic executes across many
bots.



## How to Test the Changes
<!--
- Step-by-step instructions to test the change.
- Any required setup (e.g. multiple players, number of bots, specific
configuration).
- Expected behavior and how to verify it.
-->



## Impact Assessment
<!-- As a generic test, before and after measure of pmon (playerbot pmon
tick) can help you here. -->
- Does this change increase per-bot/per-tick processing or risk scaling
poorly with thousands of bots?
    - - [x] No, not at all
    - - [ ] Minimal impact (**explain below**)
    - - [ ] Moderate impact (**explain below**)



- Does this change modify default bot behavior?
    - - [x] No
    - - [ ] Yes (**explain why**)



- Does this change add new decision branches or increase maintenance
complexity?
    - - [x] No
    - - [ ] Yes (**explain below**)



## AI Assistance
<!--
AI assistance is allowed, but all submitted code must be fully
understood, reviewed, and owned by the contributor.
We expect contributors to be honest about what they do and do not
understand.
-->
Was AI assistance used while working on this change?
- - [ ] No
- - [x] Yes (**explain below**)
<!--
If yes, please specify:
- Purpose of usage (e.g. brainstorming, refactoring, documentation, code
generation).
- Which parts of the change were influenced or generated, and whether it
was thoroughly reviewed.
-->



<!--
TRANSLATIONS:
Anything new that the bots say in chat must be in a translatable format.
This is done using GetBotTextOrDefault,
which you can search for in the codebase to find examples. Your code
needs to have English as the default fallback,
while the full translations need to be in an SQL update file. The
languages in the file are the nine language
options supported by AzerothCore: English, Korean, French, German,
Chinese, Taiwanese, Spanish, Spanish Mexico, and
Russian. See
data/sql/playerbots/updates/2025_12_27_ai_playerbot_fishing_text.sql as
an example of a translation SQL
update, whose content are called within the codebase at
src/strategy/actions/FishingAction.cpp
-->

## Final Checklist

- - [x] Stability is not compromised.
- - [x] Performance impact is understood, tested, and acceptable.
- - [x] Added logic complexity is justified and explained.
- - [x] Any new bot dialogue lines are translated.
- - [x] Documentation updated if needed (Conf comments, WiKi commands).

## Notes for Reviewers
<!-- Anything else that's helpful to review or test your pull request.
-->
2026-05-22 19:23:18 -07:00
Alex Dcnh
d0ba99f381
Updates the Windows CI workflow to build AzerothCore and mod-playerbots reliably with Ninja instead of the Visual Studio/MSBuild generator (#2383)
Added a Windows CI fix to build with Ninja and avoid Windows
command-line length failures.

<!--
Thank you for contributing to mod-playerbots, please make sure that
you...
1. Submit your PR to the test-staging branch, not master.
2. Read the guidelines below before submitting.
3. Don't delete parts of this template.

DESIGN PHILOSOPHY: We prioritize STABILITY, PERFORMANCE, AND
PREDICTABILITY over behavioral realism.

Every action and decision executes PER BOT AND PER TRIGGER. Small
increases in logic complexity scale
poorly across thousands of bots and negatively affect all. We prioritize
a stable system over a smarter
one. Bots don't need to behave perfectly; believable behavior is the
goal, not human simulation.
Default behavior must be cheap in processing; expensive behavior must be
opt-in.

Before submitting, make sure your changes aligns with these principles.
-->

## Pull Request Description
This PR updates the Windows CI workflow to build AzerothCore +
mod-playerbots reliably with Ninja instead of the Visual Studio/MSBuild
generator.

The previous Windows build could fail during the final `worldserver`
build steps because MSBuild/RC generated command lines that exceeded
Windows command-line limits. Enabling long-path support was not enough,
because the failure was caused by tool command length rather than only
filesystem path length.

This workflow now:
- installs and uses Ninja as the CMake generator;
- creates an AzerothCore `conf/config.sh` for CI;
- forces the compiler to MSVC `cl`;
- enables CMake/Ninja response files to reduce command-line length;
- moves the source tree to a short path (`C:\ac`) before configuring and
building.

This keeps the Windows build on MSVC while avoiding the MSBuild/RC
command-line length issue.

**Pros:**
- Fixes Windows CI command-line length failures;
- avoids unreliable `rc.exe` / `MSB6003` errors from the MSBuild
generator;
- keeps the build on MSVC;
- makes the Windows CI build more predictable;
- does not affect runtime code or bot behavior.

**Cons:**
- Visual Studio project files (`.vcxproj`) are no longer generated in
CI;
- the workflow now copies the source tree to a short path before
building.

## Feature Evaluation
- Minimum logic: CI-only workflow changes to use Ninja, force MSVC,
enable response files, and build from a short path.
- Processing cost: None at runtime. This only affects GitHub Actions
build tooling.

## How to Test the Changes
- Run the Windows CI workflow on GitHub Actions.
- Confirm that CMake reports `-- Building for: Ninja`.
- Confirm that CMake detects MSVC as the C and C++ compiler.
- Confirm that the Windows build completes successfully.
- Confirm that no MSBuild `MSB6003`, `rc.exe`, or Ninja `CreateProcess`
command-line length errors occur.

## Impact Assessment
- Does this change increase per-bot/per-tick processing or risk scaling
poorly with thousands of bots?
    - [x] No, not at all

- Does this change modify default bot behavior?
    - [x] No

- Does this change add new decision branches or increase maintenance
complexity?
    - [x] No

## AI Assistance
Was AI assistance used while working on this change?
- [x] No
Maybe if should so i'd made less commits...

## Final Checklist
- [x] Stability is not compromised.
- [x] Performance impact is understood, tested, and acceptable.
- [x] Added logic complexity is justified and explained.
- [x] Any new bot dialogue lines are translated.
- [x] Documentation updated if needed (Conf comments, WiKi commands).

## Notes for Reviewers
This change is CI-only and does not affect gameplay, bot logic, database
logic, or runtime performance.

The Windows workflow was failing because generated build commands became
too long for Windows process creation. Switching the CI build to Ninja,
forcing MSVC, enabling response files, and building from `C:\ac` fixes
the issue while keeping the compiler/toolchain consistent with the
Windows target.

---------

Co-authored-by: Keleborn <22352763+Celandriel@users.noreply.github.com>
Co-authored-by: bash <hermensb@gmail.com>
Co-authored-by: Revision <tkn963@gmail.com>
Co-authored-by: kadeshar <kadeshar@gmail.com>
2026-05-15 23:36:59 -07:00
dillyns
9c9c386af7
Add ELEMENTAL_SHARPENING_STONE to prioritized weight stone IDs (#2395)
<!--
Thank you for contributing to mod-playerbots, please make sure that
you...
1. Submit your PR to the test-staging branch, not master.
2. Read the guidelines below before submitting.
3. Don't delete parts of this template.

DESIGN PHILOSOPHY: We prioritize STABILITY, PERFORMANCE, AND
PREDICTABILITY over behavioral realism.

Every action and decision executes PER BOT AND PER TRIGGER. Small
increases in logic complexity scale
poorly across thousands of bots and negatively affect all. We prioritize
a stable system over a smarter
one. Bots don't need to behave perfectly; believable behavior is the
goal, not human simulation.
Default behavior must be cheap in processing; expensive behavior must be
opt-in.

Before submitting, make sure your changes aligns with these principles.
-->

## Pull Request Description
<!-- Describe what this change does and why it is needed -->
Adds elemental sharpening stone to the list of weightstones for weapon
buff application.
Elemental sharpening stones can be used on any melee weapon, not just
sharp ones.


## Feature Evaluation
<!--
If your PR is very minimal (comment typo, wrong ID reference, etc), and
it is very obvious it will not have
any impact on performance, you may skip these question. If necessary, a
maintainer may ask you for them later.
-->

<!-- Please answer the following: -->
- Describe the **minimum logic** required to achieve the intended
behavior.
- Describe the **processing cost** when this logic executes across many
bots.



## How to Test the Changes
<!--
- Step-by-step instructions to test the change.
- Any required setup (e.g. multiple players, number of bots, specific
configuration).
- Expected behavior and how to verify it.
-->
Give a bot that has a blunt weapon equipped (staff or mace) an elemental
sharpening stone (ID: 18262)
They should now use the stone on a blunt weapon.


## Impact Assessment
<!-- As a generic test, before and after measure of pmon (playerbot pmon
tick) can help you here. -->
- Does this change increase per-bot/per-tick processing or risk scaling
poorly with thousands of bots?
    - - [x] No, not at all
    - - [ ] Minimal impact (**explain below**)
    - - [ ] Moderate impact (**explain below**)



- Does this change modify default bot behavior?
    - - [x] No
    - - [ ] Yes (**explain why**)



- Does this change add new decision branches or increase maintenance
complexity?
    - - [x] No
    - - [ ] Yes (**explain below**)



## AI Assistance
<!--
AI assistance is allowed, but all submitted code must be fully
understood, reviewed, and owned by the contributor.
We expect contributors to be honest about what they do and do not
understand.
-->
Was AI assistance used while working on this change?
- - [x] No
- - [ ] Yes (**explain below**)
<!--
If yes, please specify:
- Purpose of usage (e.g. brainstorming, refactoring, documentation, code
generation).
- Which parts of the change were influenced or generated, and whether it
was thoroughly reviewed.
-->



<!--
TRANSLATIONS:
Anything new that the bots say in chat must be in a translatable format.
This is done using GetBotTextOrDefault,
which you can search for in the codebase to find examples. Your code
needs to have English as the default fallback,
while the full translations need to be in an SQL update file. The
languages in the file are the nine language
options supported by AzerothCore: English, Korean, French, German,
Chinese, Taiwanese, Spanish, Spanish Mexico, and
Russian. See
data/sql/playerbots/updates/2025_12_27_ai_playerbot_fishing_text.sql as
an example of a translation SQL
update, whose content are called within the codebase at
src/strategy/actions/FishingAction.cpp
-->

## Final Checklist

- - [x] Stability is not compromised.
- - [x] Performance impact is understood, tested, and acceptable.
- - [x] Added logic complexity is justified and explained.
- - [x] Any new bot dialogue lines are translated.
- - [x] Documentation updated if needed (Conf comments, WiKi commands).

## Notes for Reviewers
<!-- Anything else that's helpful to review or test your pull request.
-->
2026-05-15 23:28:04 -07:00
Crow
9d787ca0b4
Make Vashj Strategy Compatible with Acore Bug & Use AI Instance for Targeting (#2391)
<!--
Thank you for contributing to mod-playerbots, please make sure that
you...
1. Submit your PR to the test-staging branch, not master.
2. Read the guidelines below before submitting.
3. Don't delete parts of this template.

DESIGN PHILOSOPHY: We prioritize STABILITY, PERFORMANCE, AND
PREDICTABILITY over behavioral realism.

Every action and decision executes PER BOT AND PER TRIGGER. Small
increases in logic complexity scale
poorly across thousands of bots and negatively affect all. We prioritize
a stable system over a smarter
one. Bots don't need to behave perfectly; believable behavior is the
goal, not human simulation.
Default behavior must be cheap in processing; expensive behavior must be
opt-in.

Before submitting, make sure your changes aligns with these principles.
-->

## Pull Request Description
<!-- Describe what this change does and why it is needed -->
Lady Vashj has been screwed up in Acore for a month or two. In Phase 2,
only one generator activates (instead of four). As a result, disabling
one generator brings Vashj into Phase 3. The strategy uses Vashj's HP +
unit state to determine phase--with the Acore bug, Vashj enters Phase 3
at <65% HP (instead of the correct <50% HP, as deactivating a generator
damages her by 5%) so under the current strategy, bots won't assume
Phase 3 strategies at the right moment. I tried looking into the issue
with Vashj in Acore and cannot figure it out, and I've had an issue open
with Acore and don't know if/when it will be fixed. In the meantime, I'm
modifying the strategy to use the shield barrier aura check on Vashj
instead so it will work regardless of Vashj's HP at the time the
generators are disabled. If/when Vashj is fixed, the strategy will still
work.

I also changed bot-side targeting checks throughout the strategies I've
written from GetVictim() and GetTarget() to using the AI's target state
via "current target." This approach I believe is the best way to
actually check for the target because a GetVictim() check can lock up
Elemental Shamans and Balance Druids due to them not being able to start
an attack to pass that check when outside of spell range, and a
GetTarget() check can occasionally not align with the target that the
bot is actually attacking.

- In effect, this should reduce cases where the bot AI thinks it is on
the right raid target but encounter logic disagrees because the live
victim or client selection is lagging or different.
- Exception: multipliers for blocking TankAssistAction still use a
GetVictim() check. This is because "current target" processes before
issuing an attack, and the targeting check for TankAssistAction is not
to suppress it if the bot hasn't actually issued an attack.

There is a lot more than could be refactored with past strategies to
make them better, but that's for another day. This PR is intended to be
limited and simple to review.

## Feature Evaluation
<!--
If your PR is very minimal (comment typo, wrong ID reference, etc), and
it is very obvious it will not have
any impact on performance, you may skip these question. If necessary, a
maintainer may ask you for them later.
-->

<!-- Please answer the following: -->
- Describe the **minimum logic** required to achieve the intended
behavior.
- Describe the **processing cost** when this logic executes across many
bots.
Logic is described above. There should be no relevant impact on
processing cost.


## How to Test the Changes
<!--
- Step-by-step instructions to test the change.
- Any required setup (e.g. multiple players, number of bots, specific
configuration).
- Expected behavior and how to verify it.
-->

Attempt Lady Vashj with the current bugged version. After disabling the
lone generator, bots should enter Phase 3 strategies and the encounter
should be completable.

Otherwise, generally run raids, and confirm there are no issues with
bots switching targets or starting attacking.


## Impact Assessment
<!-- As a generic test, before and after measure of pmon (playerbot pmon
tick) can help you here. -->
- Does this change increase per-bot/per-tick processing or risk scaling
poorly with thousands of bots?
    - - [x] No, not at all
    - - [ ] Minimal impact (**explain below**)
    - - [ ] Moderate impact (**explain below**)



- Does this change modify default bot behavior?
    - - [x] No
    - - [ ] Yes (**explain why**)



- Does this change add new decision branches or increase maintenance
complexity?
    - - [x] No
    - - [ ] Yes (**explain below**)



## AI Assistance
<!--
AI assistance is allowed, but all submitted code must be fully
understood, reviewed, and owned by the contributor.
We expect contributors to be honest about what they do and do not
understand.
-->
Was AI assistance used while working on this change?
- - [x] No
- - [ ] Yes (**explain below**)
<!--
If yes, please specify:
- Purpose of usage (e.g. brainstorming, refactoring, documentation, code
generation).
- Which parts of the change were influenced or generated, and whether it
was thoroughly reviewed.
-->



<!--
TRANSLATIONS:
Anything new that the bots say in chat must be in a translatable format.
This is done using GetBotTextOrDefault,
which you can search for in the codebase to find examples. Your code
needs to have English as the default fallback,
while the full translations need to be in an SQL update file. The
languages in the file are the nine language
options supported by AzerothCore: English, Korean, French, German,
Chinese, Taiwanese, Spanish, Spanish Mexico, and
Russian. See
data/sql/playerbots/updates/2025_12_27_ai_playerbot_fishing_text.sql as
an example of a translation SQL
update, whose content are called within the codebase at
src/strategy/actions/FishingAction.cpp
-->

## Final Checklist

- - [x] Stability is not compromised.
- - [x] Performance impact is understood, tested, and acceptable.
- - [x] Added logic complexity is justified and explained.
- - [x] Any new bot dialogue lines are translated.
- - [x] Documentation updated if needed (Conf comments, WiKi commands).

## Notes for Reviewers
<!-- Anything else that's helpful to review or test your pull request.
-->
2026-05-15 23:27:42 -07:00
kadeshar
0e0d9fbde2
Hand of Freedom fix for Stealth (#2388)
<!--
Thank you for contributing to mod-playerbots, please make sure that
you...
1. Submit your PR to the test-staging branch, not master.
2. Read the guidelines below before submitting.
3. Don't delete parts of this template.

DESIGN PHILOSOPHY: We prioritize STABILITY, PERFORMANCE, AND
PREDICTABILITY over behavioral realism.

Every action and decision executes PER BOT AND PER TRIGGER. Small
increases in logic complexity scale
poorly across thousands of bots and negatively affect all. We prioritize
a stable system over a smarter
one. Bots don't need to behave perfectly; believable behavior is the
goal, not human simulation.
Default behavior must be cheap in processing; expensive behavior must be
opt-in.

Before submitting, make sure your changes aligns with these principles.
-->

## Pull Request Description
<!-- Describe what this change does and why it is needed -->

Paladin no longer using Hand of Freedom on Rogue with Stealth
Related with: #2385 

## How to Test the Changes
<!--
- Step-by-step instructions to test the change.
- Any required setup (e.g. multiple players, number of bots, specific
configuration).
- Expected behavior and how to verify it.
-->

1. Invite paladin and rogue to group
2. Start fight
3. Rogue should use Stealth on fight beginning, Paladin should cast Hand
of Freedom
4. Apply some snare effect to Rogue bot (for example .aura 1715)
5. Paladin bot should use hand of freedom

## Impact Assessment
<!-- As a generic test, before and after measure of pmon (playerbot pmon
tick) can help you here. -->
- Does this change increase per-bot/per-tick processing or risk scaling
poorly with thousands of bots?
    - - [x] No, not at all
    - - [ ] Minimal impact (**explain below**)
    - - [ ] Moderate impact (**explain below**)



- Does this change modify default bot behavior?
    - - [x] No
    - - [ ] Yes (**explain why**)



- Does this change add new decision branches or increase maintenance
complexity?
    - - [x] No
    - - [ ] Yes (**explain below**)



## AI Assistance
<!--
AI assistance is allowed, but all submitted code must be fully
understood, reviewed, and owned by the contributor.
We expect contributors to be honest about what they do and do not
understand.
-->
Was AI assistance used while working on this change?
- - [x] No
- - [ ] Yes (**explain below**)
<!--
If yes, please specify:
- Purpose of usage (e.g. brainstorming, refactoring, documentation, code
generation).
- Which parts of the change were influenced or generated, and whether it
was thoroughly reviewed.
-->



<!--
TRANSLATIONS:
Anything new that the bots say in chat must be in a translatable format.
This is done using GetBotTextOrDefault,
which you can search for in the codebase to find examples. Your code
needs to have English as the default fallback,
while the full translations need to be in an SQL update file. The
languages in the file are the nine language
options supported by AzerothCore: English, Korean, French, German,
Chinese, Taiwanese, Spanish, Spanish Mexico, and
Russian. See
data/sql/playerbots/updates/2025_12_27_ai_playerbot_fishing_text.sql as
an example of a translation SQL
update, whose content are called within the codebase at
src/strategy/actions/FishingAction.cpp
-->

## Final Checklist

- - [x] Stability is not compromised.
- - [x] Performance impact is understood, tested, and acceptable.
- - [x] Added logic complexity is justified and explained.
- - [x] Any new bot dialogue lines are translated.
- - [x] Documentation updated if needed (Conf comments, WiKi commands).

## Notes for Reviewers
<!-- Anything else that's helpful to review or test your pull request.
-->
2026-05-15 23:27:30 -07:00
Crow
d4f86764bb
Fix raid group condition in SayToRaid (#2386)
<!--
Thank you for contributing to mod-playerbots, please make sure that
you...
1. Submit your PR to the test-staging branch, not master.
2. Read the guidelines below before submitting.
3. Don't delete parts of this template.

DESIGN PHILOSOPHY: We prioritize STABILITY, PERFORMANCE, AND
PREDICTABILITY over behavioral realism.

Every action and decision executes PER BOT AND PER TRIGGER. Small
increases in logic complexity scale
poorly across thousands of bots and negatively affect all. We prioritize
a stable system over a smarter
one. Bots don't need to behave perfectly; believable behavior is the
goal, not human simulation.
Default behavior must be cheap in processing; expensive behavior must be
opt-in.

Before submitting, make sure your changes aligns with these principles.
-->

## Pull Request Description
<!-- Describe what this change does and why it is needed -->
PlayerbotAI::SayToRaid is not used currently but I may use it for
Sunwell for bot speech during Kalecgos due to tank handoff mechanics.
The function currently erroneously returns false for a bot in a raid.
There's no impact on bot behavior or performance from this PR.


## Feature Evaluation
<!--
If your PR is very minimal (comment typo, wrong ID reference, etc), and
it is very obvious it will not have
any impact on performance, you may skip these question. If necessary, a
maintainer may ask you for them later.
-->

<!-- Please answer the following: -->
- Describe the **minimum logic** required to achieve the intended
behavior.
- Describe the **processing cost** when this logic executes across many
bots.



## How to Test the Changes
<!--
- Step-by-step instructions to test the change.
- Any required setup (e.g. multiple players, number of bots, specific
configuration).
- Expected behavior and how to verify it.
-->



## Impact Assessment
<!-- As a generic test, before and after measure of pmon (playerbot pmon
tick) can help you here. -->
- Does this change increase per-bot/per-tick processing or risk scaling
poorly with thousands of bots?
    - - [x] No, not at all
    - - [ ] Minimal impact (**explain below**)
    - - [ ] Moderate impact (**explain below**)



- Does this change modify default bot behavior?
    - - [x] No
    - - [ ] Yes (**explain why**)



- Does this change add new decision branches or increase maintenance
complexity?
    - - [x] No
    - - [ ] Yes (**explain below**)



## AI Assistance
<!--
AI assistance is allowed, but all submitted code must be fully
understood, reviewed, and owned by the contributor.
We expect contributors to be honest about what they do and do not
understand.
-->
Was AI assistance used while working on this change?
- - [x] No
- - [ ] Yes (**explain below**)
<!--
If yes, please specify:
- Purpose of usage (e.g. brainstorming, refactoring, documentation, code
generation).
- Which parts of the change were influenced or generated, and whether it
was thoroughly reviewed.
-->



<!--
TRANSLATIONS:
Anything new that the bots say in chat must be in a translatable format.
This is done using GetBotTextOrDefault,
which you can search for in the codebase to find examples. Your code
needs to have English as the default fallback,
while the full translations need to be in an SQL update file. The
languages in the file are the nine language
options supported by AzerothCore: English, Korean, French, German,
Chinese, Taiwanese, Spanish, Spanish Mexico, and
Russian. See
data/sql/playerbots/updates/2025_12_27_ai_playerbot_fishing_text.sql as
an example of a translation SQL
update, whose content are called within the codebase at
src/strategy/actions/FishingAction.cpp
-->

## Final Checklist

- - [x] Stability is not compromised.
- - [x] Performance impact is understood, tested, and acceptable.
- - [x] Added logic complexity is justified and explained.
- - [x] Any new bot dialogue lines are translated.
- - [x] Documentation updated if needed (Conf comments, WiKi commands).

## Notes for Reviewers
<!-- Anything else that's helpful to review or test your pull request.
-->
2026-05-15 23:27:15 -07:00
Crow
05e8f4d82c
Implement Black Temple Strategies (#2381)
<!--
Thank you for contributing to mod-playerbots, please make sure that
you...
1. Submit your PR to the test-staging branch, not master.
2. Read the guidelines below before submitting.
3. Don't delete parts of this template.

DESIGN PHILOSOPHY: We prioritize STABILITY, PERFORMANCE, AND
PREDICTABILITY over behavioral realism.

Every action and decision executes PER BOT AND PER TRIGGER. Small
increases in logic complexity scale
poorly across thousands of bots and negatively affect all. We prioritize
a stable system over a smarter
one. Bots don't need to behave perfectly; believable behavior is the
goal, not human simulation.
Default behavior must be cheap in processing; expensive behavior must be
opt-in.

Before submitting, make sure your changes aligns with these principles.
-->

## Pull Request Description
<!-- Describe what this change does and why it is needed -->
This PR implements strategies for all bosses in the Black Temple. As
always, I’ve written these with the intent that all bosses be
completable with appropriate gear and 50/50 IP nerfs and boss HP
returned to TBC levels. Illidan is difficult at those parameters, but he
is certainly doable. You just won’t be able to roll a bunch of meme
specs or shitty compositions. Probably.


## Feature Evaluation
<!--
If your PR is very minimal (comment typo, wrong ID reference, etc), and
it is very obvious it will not have
any impact on performance, you may skip these question. If necessary, a
maintainer may ask you for them later.
-->

<!-- Please answer the following: -->
- Describe the **minimum logic** required to achieve the intended
behavior.
- Describe the **processing cost** when this logic executes across many
bots.

My goal with raid strategies is the same—I’m not just trying to make
encounters doable but am trying to allow people to experience them in a
way that feels like they are part of a coordinated raid of real players.
To me, being able to achieve that is the minimum, and that requires
getting bots to respond to all major mechanics, even if they can
technically just be powered through.


## How to Test the Changes
<!--
- Step-by-step instructions to test the change.
- Any required setup (e.g. multiple players, number of bots, specific
configuration).
- Expected behavior and how to verify it.
-->
Run the Black Temple raid and see if my descriptions of strategies in
the next post check out.


## Impact Assessment
<!-- As a generic test, before and after measure of pmon (playerbot pmon
tick) can help you here. -->
- Does this change increase per-bot/per-tick processing or risk scaling
poorly with thousands of bots?
    - - [ ] No, not at all
    - - [x] Minimal impact (**explain below**)
    - - [ ] Moderate impact (**explain below**)
 
The performance impact exists only when the “blacktemple” strategy is
on. I’ve tested with pmon and done my best to properly gate checks to
limit the performance impact even during the instance and boss
encounters.


- Does this change modify default bot behavior?
    - - [ ] No
    - - [x] Yes (**explain why**)

The triggers and multipliers will be evaluated as long as the
"blacktemple" strategy is active, and it will be applied automatically
in the instance (and removed automatically when changing maps outside
the instance).


- Does this change add new decision branches or increase maintenance
complexity?
    - - [x] No
    - - [ ] Yes (**explain below**)



## AI Assistance
<!--
AI assistance is allowed, but all submitted code must be fully
understood, reviewed, and owned by the contributor.
We expect contributors to be honest about what they do and do not
understand.
-->
Was AI assistance used while working on this change?
- - [ ] No
- - [x] Yes (**explain below**)
<!--
If yes, please specify:
- Purpose of usage (e.g. brainstorming, refactoring, documentation, code
generation).
- Which parts of the change were influenced or generated, and whether it
was thoroughly reviewed.
-->
GPT-5.4, mainly for calculations and things that are more intermediate
concepts that I’m not proficient with like lambdas.


<!--
TRANSLATIONS:
Anything new that the bots say in chat must be in a translatable format.
This is done using GetBotTextOrDefault,
which you can search for in the codebase to find examples. Your code
needs to have English as the default fallback,
while the full translations need to be in an SQL update file. The
languages in the file are the nine language
options supported by AzerothCore: English, Korean, French, German,
Chinese, Taiwanese, Spanish, Spanish Mexico, and
Russian. See
data/sql/playerbots/updates/2025_12_27_ai_playerbot_fishing_text.sql as
an example of a translation SQL
update, whose content are called within the codebase at
src/strategy/actions/FishingAction.cpp
-->

## Final Checklist

- - [x] Stability is not compromised.
- - [x] Performance impact is understood, tested, and acceptable.
- - [x] Added logic complexity is justified and explained.
- - [x] Any new bot dialogue lines are translated.
- - [x] Documentation updated if needed (Conf comments, WiKi commands).

## Notes for Reviewers
<!-- Anything else that's helpful to review or test your pull request.
-->
2026-05-15 23:26:55 -07:00
kadeshar
61dbae19dc
Fix for lfg command (#2379)
<!--
Thank you for contributing to mod-playerbots, please make sure that
you...
1. Submit your PR to the test-staging branch, not master.
2. Read the guidelines below before submitting.
3. Don't delete parts of this template.

DESIGN PHILOSOPHY: We prioritize STABILITY, PERFORMANCE, AND
PREDICTABILITY over behavioral realism.

Every action and decision executes PER BOT AND PER TRIGGER. Small
increases in logic complexity scale
poorly across thousands of bots and negatively affect all. We prioritize
a stable system over a smarter
one. Bots don't need to behave perfectly; believable behavior is the
goal, not human simulation.
Default behavior must be cheap in processing; expensive behavior must be
opt-in.

Before submitting, make sure your changes aligns with these principles.
-->

## Pull Request Description
<!-- Describe what this change does and why it is needed -->

Fix for `lfg` to include healers in invitations and requester role.



## How to Test the Changes
<!--
- Step-by-step instructions to test the change.
- Any required setup (e.g. multiple players, number of bots, specific
configuration).
- Expected behavior and how to verify it.
-->

Use command `/1 lfg 40` on server which contains correct amount of bots
possible to be invited. Such group should be create.

## Impact Assessment
<!-- As a generic test, before and after measure of pmon (playerbot pmon
tick) can help you here. -->
- Does this change increase per-bot/per-tick processing or risk scaling
poorly with thousands of bots?
    - - [x] No, not at all
    - - [ ] Minimal impact (**explain below**)
    - - [ ] Moderate impact (**explain below**)



- Does this change modify default bot behavior?
    - - [x] No
    - - [ ] Yes (**explain why**)



- Does this change add new decision branches or increase maintenance
complexity?
    - - [x] No
    - - [ ] Yes (**explain below**)



## AI Assistance
<!--
AI assistance is allowed, but all submitted code must be fully
understood, reviewed, and owned by the contributor.
We expect contributors to be honest about what they do and do not
understand.
-->
Was AI assistance used while working on this change?
- - [ ] No
- - [x] Yes (**explain below**)
<!--
If yes, please specify:
- Purpose of usage (e.g. brainstorming, refactoring, documentation, code
generation).
- Which parts of the change were influenced or generated, and whether it
was thoroughly reviewed.
-->

To identify reason.

<!--
TRANSLATIONS:
Anything new that the bots say in chat must be in a translatable format.
This is done using GetBotTextOrDefault,
which you can search for in the codebase to find examples. Your code
needs to have English as the default fallback,
while the full translations need to be in an SQL update file. The
languages in the file are the nine language
options supported by AzerothCore: English, Korean, French, German,
Chinese, Taiwanese, Spanish, Spanish Mexico, and
Russian. See
data/sql/playerbots/updates/2025_12_27_ai_playerbot_fishing_text.sql as
an example of a translation SQL
update, whose content are called within the codebase at
src/strategy/actions/FishingAction.cpp
-->

## Final Checklist

- - [x] Stability is not compromised.
- - [x] Performance impact is understood, tested, and acceptable.
- - [x] Added logic complexity is justified and explained.
- - [x] Any new bot dialogue lines are translated.
- - [x] Documentation updated if needed (Conf comments, WiKi commands).

## Notes for Reviewers
<!-- Anything else that's helpful to review or test your pull request.
-->
2026-05-15 23:26:34 -07:00
kadeshar
05aebfea46
Outfit database persist (#2378)
<!--
Thank you for contributing to mod-playerbots, please make sure that
you...
1. Submit your PR to the test-staging branch, not master.
2. Read the guidelines below before submitting.
3. Don't delete parts of this template.

DESIGN PHILOSOPHY: We prioritize STABILITY, PERFORMANCE, AND
PREDICTABILITY over behavioral realism.

Every action and decision executes PER BOT AND PER TRIGGER. Small
increases in logic complexity scale
poorly across thousands of bots and negatively affect all. We prioritize
a stable system over a smarter
one. Bots don't need to behave perfectly; believable behavior is the
goal, not human simulation.
Default behavior must be cheap in processing; expensive behavior must be
opt-in.

Before submitting, make sure your changes aligns with these principles.
-->

## Pull Request Description
<!-- Describe what this change does and why it is needed -->

Added storing outfit in database.
Related with: #2239 

## How to Test the Changes
<!--
- Step-by-step instructions to test the change.
- Any required setup (e.g. multiple players, number of bots, specific
configuration).
- Expected behavior and how to verify it.
-->

1. Invite altbot
2. Use command `outfit testcollection +[itemlink]` to add outfit
collection and item
3. Check that is added `outfit ?`
4. Logout bot for example via multibot
5. Login bot
6. Check that is still added `outfit ?`



## Impact Assessment
<!-- As a generic test, before and after measure of pmon (playerbot pmon
tick) can help you here. -->
- Does this change increase per-bot/per-tick processing or risk scaling
poorly with thousands of bots?
    - - [x] No, not at all
    - - [ ] Minimal impact (**explain below**)
    - - [ ] Moderate impact (**explain below**)



- Does this change modify default bot behavior?
    - - [x] No
    - - [ ] Yes (**explain why**)



- Does this change add new decision branches or increase maintenance
complexity?
    - - [x] No
    - - [ ] Yes (**explain below**)



## AI Assistance
<!--
AI assistance is allowed, but all submitted code must be fully
understood, reviewed, and owned by the contributor.
We expect contributors to be honest about what they do and do not
understand.
-->
Was AI assistance used while working on this change?
- - [ ] No
- - [x] Yes (**explain below**)
<!--
If yes, please specify:
- Purpose of usage (e.g. brainstorming, refactoring, documentation, code
generation).
- Which parts of the change were influenced or generated, and whether it
was thoroughly reviewed.
-->

To identify places to change.

<!--
TRANSLATIONS:
Anything new that the bots say in chat must be in a translatable format.
This is done using GetBotTextOrDefault,
which you can search for in the codebase to find examples. Your code
needs to have English as the default fallback,
while the full translations need to be in an SQL update file. The
languages in the file are the nine language
options supported by AzerothCore: English, Korean, French, German,
Chinese, Taiwanese, Spanish, Spanish Mexico, and
Russian. See
data/sql/playerbots/updates/2025_12_27_ai_playerbot_fishing_text.sql as
an example of a translation SQL
update, whose content are called within the codebase at
src/strategy/actions/FishingAction.cpp
-->

## Final Checklist

- - [x] Stability is not compromised.
- - [x] Performance impact is understood, tested, and acceptable.
- - [x] Added logic complexity is justified and explained.
- - [x] Any new bot dialogue lines are translated.
- - [x] Documentation updated if needed (Conf comments, WiKi commands).

## Notes for Reviewers
<!-- Anything else that's helpful to review or test your pull request.
-->

Result after bot relogin:
<img width="701" height="206" alt="obraz"
src="https://github.com/user-attachments/assets/ea6c875a-65dd-4a01-9d35-381c8b374abd"
/>
2026-05-15 23:26:22 -07:00
kadeshar
f1a2736a31
Polymorph spam fix (#2373)
<!--
Thank you for contributing to mod-playerbots, please make sure that
you...
1. Submit your PR to the test-staging branch, not master.
2. Read the guidelines below before submitting.
3. Don't delete parts of this template.

DESIGN PHILOSOPHY: We prioritize STABILITY, PERFORMANCE, AND
PREDICTABILITY over behavioral realism.

Every action and decision executes PER BOT AND PER TRIGGER. Small
increases in logic complexity scale
poorly across thousands of bots and negatively affect all. We prioritize
a stable system over a smarter
one. Bots don't need to behave perfectly; believable behavior is the
goal, not human simulation.
Default behavior must be cheap in processing; expensive behavior must be
opt-in.

Before submitting, make sure your changes aligns with these principles.
-->

## Pull Request Description
<!-- Describe what this change does and why it is needed -->

Fix for polymorph spam in combat

## How to Test the Changes
<!--
- Step-by-step instructions to test the change.
- Any required setup (e.g. multiple players, number of bots, specific
configuration).
- Expected behavior and how to verify it.
-->

1. Invite mage bot which have polymorph (check `spells polymorph`)
2. Enter combat and mage should not spam polymorph
3. Enter another combat best with multiple mobs and one of this mobs
mark moon
4. Mage should cast polymorph on marked mob

## Impact Assessment
<!-- As a generic test, before and after measure of pmon (playerbot pmon
tick) can help you here. -->
- Does this change increase per-bot/per-tick processing or risk scaling
poorly with thousands of bots?
    - - [x] No, not at all
    - - [ ] Minimal impact (**explain below**)
    - - [ ] Moderate impact (**explain below**)



- Does this change modify default bot behavior?
    - - [x] No
    - - [ ] Yes (**explain why**)



- Does this change add new decision branches or increase maintenance
complexity?
    - - [x] No
    - - [ ] Yes (**explain below**)



## AI Assistance
<!--
AI assistance is allowed, but all submitted code must be fully
understood, reviewed, and owned by the contributor.
We expect contributors to be honest about what they do and do not
understand.
-->
Was AI assistance used while working on this change?
- - [x] No
- - [ ] Yes (**explain below**)
<!--
If yes, please specify:
- Purpose of usage (e.g. brainstorming, refactoring, documentation, code
generation).
- Which parts of the change were influenced or generated, and whether it
was thoroughly reviewed.
-->



<!--
TRANSLATIONS:
Anything new that the bots say in chat must be in a translatable format.
This is done using GetBotTextOrDefault,
which you can search for in the codebase to find examples. Your code
needs to have English as the default fallback,
while the full translations need to be in an SQL update file. The
languages in the file are the nine language
options supported by AzerothCore: English, Korean, French, German,
Chinese, Taiwanese, Spanish, Spanish Mexico, and
Russian. See
data/sql/playerbots/updates/2025_12_27_ai_playerbot_fishing_text.sql as
an example of a translation SQL
update, whose content are called within the codebase at
src/strategy/actions/FishingAction.cpp
-->

## Final Checklist

- - [x] Stability is not compromised.
- - [x] Performance impact is understood, tested, and acceptable.
- - [x] Added logic complexity is justified and explained.
- - [x] Any new bot dialogue lines are translated.
- - [x] Documentation updated if needed (Conf comments, WiKi commands).

## Notes for Reviewers
<!-- Anything else that's helpful to review or test your pull request.
-->
2026-05-15 23:26:03 -07:00
NoxMax
dbea1203b4
Refactor: Clean up triggers and reorganize supported commands (#2327)
<!--
Thank you for contributing to mod-playerbots, please make sure that
you...
1. Submit your PR to the test-staging branch, not master.
2. Read the guidelines below before submitting.
3. Don't delete parts of this template.

DESIGN PHILOSOPHY: We prioritize STABILITY, PERFORMANCE, AND
PREDICTABILITY over behavioral realism.

Every action and decision executes PER BOT AND PER TRIGGER. Small
increases in logic complexity scale
poorly across thousands of bots and negatively affect all. We prioritize
a stable system over a smarter
one. Bots don't need to behave perfectly; believable behavior is the
goal, not human simulation.
Default behavior must be cheap in processing; expensive behavior must be
opt-in.

Before submitting, make sure your changes aligns with these principles.
-->

## Pull Request Description
<!-- Describe what this change does and why it is needed -->
Removed duplicate and dead trigger-action mappings in
ChatCommandHandlerStrategy. Noticed while reviewing the recent edits to
test-staging. Also when trigger name == action name, that belongs to
supported in supported, so `wipe` and `roll` were moved there.
Beyond that, `InitTriggers` commands were changed to be in a single
line. Really it's easier to read that way, except multi-action lines,
where I gave each action a line of its own.


## Feature Evaluation
<!--
If your PR is very minimal (comment typo, wrong ID reference, etc), and
it is very obvious it will not have
any impact on performance, you may skip these question. If necessary, a
maintainer may ask you for them later.
-->

<!-- Please answer the following: -->
- Describe the **minimum logic** required to achieve the intended
behavior.
- Describe the **processing cost** when this logic executes across many
bots.
Logic has been further minimized to eliminate redundancies.


## How to Test the Changes
<!--
- Step-by-step instructions to test the change.
- Any required setup (e.g. multiple players, number of bots, specific
configuration).
- Expected behavior and how to verify it.
-->
Test the affected commands. They should work same as before.
Removed duplicates from `InitTriggers` that are already in `supported`:
1. open items
2. unlock items
3. unlock traded item
4. tame
5. glyphs
6. glyph equip
7. pet
8. pet attack
9. emblems

Dead entries that were in `supported` but already worked through
`InitTriggers`:
1. qi
2. focus heal

Triggers that were moved from `InitTriggers` to `supported`:
1. wipe
2. roll



## Impact Assessment
<!-- As a generic test, before and after measure of pmon (playerbot pmon
tick) can help you here. -->
- Does this change increase per-bot/per-tick processing or risk scaling
poorly with thousands of bots?
    - - [x] No, not at all
    - - [ ] Minimal impact (**explain below**)
    - - [ ] Moderate impact (**explain below**)



- Does this change modify default bot behavior?
    - - [x] No
    - - [ ] Yes (**explain why**)



- Does this change add new decision branches or increase maintenance
complexity?
    - - [x] No
    - - [ ] Yes (**explain below**)



## AI Assistance
<!--
AI assistance is allowed, but all submitted code must be fully
understood, reviewed, and owned by the contributor.
We expect contributors to be honest about what they do and do not
understand.
-->
Was AI assistance used while working on this change?
- - [x] No
- - [ ] Yes (**explain below**)
<!--
If yes, please specify:
- Purpose of usage (e.g. brainstorming, refactoring, documentation, code
generation).
- Which parts of the change were influenced or generated, and whether it
was thoroughly reviewed.
-->



<!--
TRANSLATIONS:
Anything new that the bots say in chat must be in a translatable format.
This is done using GetBotTextOrDefault,
which you can search for in the codebase to find examples. Your code
needs to have English as the default fallback,
while the full translations need to be in an SQL update file. The
languages in the file are the nine language
options supported by AzerothCore: English, Korean, French, German,
Chinese, Taiwanese, Spanish, Spanish Mexico, and
Russian. See
data/sql/playerbots/updates/2025_12_27_ai_playerbot_fishing_text.sql as
an example of a translation SQL
update, whose content are called within the codebase at
src/strategy/actions/FishingAction.cpp
-->

## Final Checklist

- - [x] Stability is not compromised.
- - [x] Performance impact is understood, tested, and acceptable.
- - [x] Added logic complexity is justified and explained.
- - [x] Any new bot dialogue lines are translated.
- - [x] Documentation updated if needed (Conf comments, WiKi commands).

## Notes for Reviewers
<!-- Anything else that's helpful to review or test your pull request.
-->
2026-05-15 23:19:58 -07:00
Fiery
eb3c101959
update to level 80 pve specs (#2366)
<!--
Thank you for contributing to mod-playerbots, please make sure that
you...
1. Submit your PR to the test-staging branch, not master.
2. Read the guidelines below before submitting.
3. Don't delete parts of this template.

DESIGN PHILOSOPHY: We prioritize STABILITY, PERFORMANCE, AND
PREDICTABILITY over behavioral realism.

Every action and decision executes PER BOT AND PER TRIGGER. Small
increases in logic complexity scale
poorly across thousands of bots and negatively affect all. We prioritize
a stable system over a smarter
one. Bots don't need to behave perfectly; believable behavior is the
goal, not human simulation.
Default behavior must be cheap in processing; expensive behavior must be
opt-in.

Before submitting, make sure your changes aligns with these principles.
-->

## Pull Request Description
<!-- Describe what this change does and why it is needed -->

Some of the specs needed improvement.


## Feature Evaluation
<!--
If your PR is very minimal (comment typo, wrong ID reference, etc), and
it is very obvious it will not have
any impact on performance, you may skip these question. If necessary, a
maintainer may ask you for them later.
-->

<!-- Please answer the following: -->
- Describe the **minimum logic** required to achieve the intended
behavior.
- Describe the **processing cost** when this logic executes across many
bots.



## How to Test the Changes
<!--
- Step-by-step instructions to test the change.
- Any required setup (e.g. multiple players, number of bots, specific
configuration).
- Expected behavior and how to verify it.
-->



## Impact Assessment
<!-- As a generic test, before and after measure of pmon (playerbot pmon
tick) can help you here. -->
- Does this change increase per-bot/per-tick processing or risk scaling
poorly with thousands of bots?
    - - [x] No, not at all
    - - [ ] Minimal impact (**explain below**)
    - - [ ] Moderate impact (**explain below**)



- Does this change modify default bot behavior?
    - - [x] No
    - - [ ] Yes (**explain why**)



- Does this change add new decision branches or increase maintenance
complexity?
    - - [x] No
    - - [ ] Yes (**explain below**)



## AI Assistance
<!--
AI assistance is allowed, but all submitted code must be fully
understood, reviewed, and owned by the contributor.
We expect contributors to be honest about what they do and do not
understand.
-->
Was AI assistance used while working on this change?
- - [x] No
- - [ ] Yes (**explain below**)
<!--
If yes, please specify:
- Purpose of usage (e.g. brainstorming, refactoring, documentation, code
generation).
- Which parts of the change were influenced or generated, and whether it
was thoroughly reviewed.
-->



<!--
TRANSLATIONS:
Anything new that the bots say in chat must be in a translatable format.
This is done using GetBotTextOrDefault,
which you can search for in the codebase to find examples. Your code
needs to have English as the default fallback,
while the full translations need to be in an SQL update file. The
languages in the file are the nine language
options supported by AzerothCore: English, Korean, French, German,
Chinese, Taiwanese, Spanish, Spanish Mexico, and
Russian. See
data/sql/playerbots/updates/2025_12_27_ai_playerbot_fishing_text.sql as
an example of a translation SQL
update, whose content are called within the codebase at
src/strategy/actions/FishingAction.cpp
-->

## Final Checklist

- - [x] Stability is not compromised.
- - [ ] Performance impact is understood, tested, and acceptable.
- - [x] Added logic complexity is justified and explained.
- - [x] Any new bot dialogue lines are translated.
- - [x] Documentation updated if needed (Conf comments, WiKi commands).

## Notes for Reviewers
<!-- Anything else that's helpful to review or test your pull request.
-->

---------

Co-authored-by: Keleborn <22352763+Celandriel@users.noreply.github.com>
Co-authored-by: bash <hermensb@gmail.com>
Co-authored-by: Revision <tkn963@gmail.com>
Co-authored-by: kadeshar <kadeshar@gmail.com>
2026-05-15 23:19:18 -07:00
Keleborn
9118c9671a
Fix/travelValType (#2376)
<!--
Thank you for contributing to mod-playerbots, please make sure that
you...
1. Submit your PR to the test-staging branch, not master.
2. Read the guidelines below before submitting.
3. Don't delete parts of this template.

DESIGN PHILOSOPHY: We prioritize STABILITY, PERFORMANCE, AND
PREDICTABILITY over behavioral realism.

Every action and decision executes PER BOT AND PER TRIGGER. Small
increases in logic complexity scale
poorly across thousands of bots and negatively affect all. We prioritize
a stable system over a smarter
one. Bots don't need to behave perfectly; believable behavior is the
goal, not human simulation.
Default behavior must be cheap in processing; expensive behavior must be
opt-in.

Before submitting, make sure your changes aligns with these principles.
-->

## Pull Request Description
<!-- Describe what this change does and why it is needed -->
Incorrect var types when I refactored away from SQL lookup. 


## Feature Evaluation
<!--
If your PR is very minimal (comment typo, wrong ID reference, etc), and
it is very obvious it will not have
any impact on performance, you may skip these question. If necessary, a
maintainer may ask you for them later.
-->

<!-- Please answer the following: -->
- Describe the **minimum logic** required to achieve the intended
behavior.
- Describe the **processing cost** when this logic executes across many
bots.



## How to Test the Changes
<!--
- Step-by-step instructions to test the change.
- Any required setup (e.g. multiple players, number of bots, specific
configuration).
- Expected behavior and how to verify it.
-->



## Impact Assessment
<!-- As a generic test, before and after measure of pmon (playerbot pmon
tick) can help you here. -->
- Does this change increase per-bot/per-tick processing or risk scaling
poorly with thousands of bots?
    - - [x] No, not at all
    - - [ ] Minimal impact (**explain below**)
    - - [ ] Moderate impact (**explain below**)



- Does this change modify default bot behavior?
    - - [x] No
    - - [ ] Yes (**explain why**)



- Does this change add new decision branches or increase maintenance
complexity?
    - - [x] No
    - - [ ] Yes (**explain below**)



## AI Assistance
<!--
AI assistance is allowed, but all submitted code must be fully
understood, reviewed, and owned by the contributor.
We expect contributors to be honest about what they do and do not
understand.
-->
Was AI assistance used while working on this change?
- - [x] No
- - [ ] Yes (**explain below**)
<!--
If yes, please specify:
- Purpose of usage (e.g. brainstorming, refactoring, documentation, code
generation).
- Which parts of the change were influenced or generated, and whether it
was thoroughly reviewed.
-->



<!--
TRANSLATIONS:
Anything new that the bots say in chat must be in a translatable format.
This is done using GetBotTextOrDefault,
which you can search for in the codebase to find examples. Your code
needs to have English as the default fallback,
while the full translations need to be in an SQL update file. The
languages in the file are the nine language
options supported by AzerothCore: English, Korean, French, German,
Chinese, Taiwanese, Spanish, Spanish Mexico, and
Russian. See
data/sql/playerbots/updates/2025_12_27_ai_playerbot_fishing_text.sql as
an example of a translation SQL
update, whose content are called within the codebase at
src/strategy/actions/FishingAction.cpp
-->

## Final Checklist

- - [x] Stability is not compromised.
- - [x] Performance impact is understood, tested, and acceptable.
- - [x] Added logic complexity is justified and explained.
- - [x] Any new bot dialogue lines are translated.
- - [x] Documentation updated if needed (Conf comments, WiKi commands).

## Notes for Reviewers
<!-- Anything else that's helpful to review or test your pull request.
-->
2026-05-09 19:14:05 +02:00
Keleborn
8cb847db5d
Fix location cache. (#2374)
<!--
Thank you for contributing to mod-playerbots, please make sure that
you...
1. Submit your PR to the test-staging branch, not master.
2. Read the guidelines below before submitting.
3. Don't delete parts of this template.

DESIGN PHILOSOPHY: We prioritize STABILITY, PERFORMANCE, AND
PREDICTABILITY over behavioral realism.

Every action and decision executes PER BOT AND PER TRIGGER. Small
increases in logic complexity scale
poorly across thousands of bots and negatively affect all. We prioritize
a stable system over a smarter
one. Bots don't need to behave perfectly; believable behavior is the
goal, not human simulation.
Default behavior must be cheap in processing; expensive behavior must be
opt-in.

Before submitting, make sure your changes aligns with these principles.
-->

## Pull Request Description
<!-- Describe what this change does and why it is needed -->
Bot locations were not correctly registered, so they werent picking it
as often as they should.
In part related to #2369


## Feature Evaluation
<!--
If your PR is very minimal (comment typo, wrong ID reference, etc), and
it is very obvious it will not have
any impact on performance, you may skip these question. If necessary, a
maintainer may ask you for them later.
-->

<!-- Please answer the following: -->
- Describe the **minimum logic** required to achieve the intended
behavior.
- Describe the **processing cost** when this logic executes across many
bots.



## How to Test the Changes
<!--
- Step-by-step instructions to test the change.
- Any required setup (e.g. multiple players, number of bots, specific
configuration).
- Expected behavior and how to verify it.
-->



## Impact Assessment
<!-- As a generic test, before and after measure of pmon (playerbot pmon
tick) can help you here. -->
- Does this change increase per-bot/per-tick processing or risk scaling
poorly with thousands of bots?
    - - [ ] No, not at all
    - - [ ] Minimal impact (**explain below**)
    - - [ ] Moderate impact (**explain below**)



- Does this change modify default bot behavior?
    - - [ ] No
    - - [ ] Yes (**explain why**)



- Does this change add new decision branches or increase maintenance
complexity?
    - - [ ] No
    - - [ ] Yes (**explain below**)



## AI Assistance
<!--
AI assistance is allowed, but all submitted code must be fully
understood, reviewed, and owned by the contributor.
We expect contributors to be honest about what they do and do not
understand.
-->
Was AI assistance used while working on this change?
- - [ ] No
- - [ ] Yes (**explain below**)
<!--
If yes, please specify:
- Purpose of usage (e.g. brainstorming, refactoring, documentation, code
generation).
- Which parts of the change were influenced or generated, and whether it
was thoroughly reviewed.
-->



<!--
TRANSLATIONS:
Anything new that the bots say in chat must be in a translatable format.
This is done using GetBotTextOrDefault,
which you can search for in the codebase to find examples. Your code
needs to have English as the default fallback,
while the full translations need to be in an SQL update file. The
languages in the file are the nine language
options supported by AzerothCore: English, Korean, French, German,
Chinese, Taiwanese, Spanish, Spanish Mexico, and
Russian. See
data/sql/playerbots/updates/2025_12_27_ai_playerbot_fishing_text.sql as
an example of a translation SQL
update, whose content are called within the codebase at
src/strategy/actions/FishingAction.cpp
-->

## Final Checklist

- - [ ] Stability is not compromised.
- - [ ] Performance impact is understood, tested, and acceptable.
- - [ ] Added logic complexity is justified and explained.
- - [ ] Any new bot dialogue lines are translated.
- - [ ] Documentation updated if needed (Conf comments, WiKi commands).

## Notes for Reviewers
<!-- Anything else that's helpful to review or test your pull request.
-->
2026-05-09 09:48:59 +02:00
NoxMax
66d41e1d79
Feat: Selective reset to default of combat or non-combat strategies (#2365)
<!--
Thank you for contributing to mod-playerbots, please make sure that
you...
1. Submit your PR to the test-staging branch, not master.
2. Read the guidelines below before submitting.
3. Don't delete parts of this template.

DESIGN PHILOSOPHY: We prioritize STABILITY, PERFORMANCE, AND
PREDICTABILITY over behavioral realism.

Every action and decision executes PER BOT AND PER TRIGGER. Small
increases in logic complexity scale
poorly across thousands of bots and negatively affect all. We prioritize
a stable system over a smarter
one. Bots don't need to behave perfectly; believable behavior is the
goal, not human simulation.
Default behavior must be cheap in processing; expensive behavior must be
opt-in.

Before submitting, make sure your changes aligns with these principles.
-->

## Pull Request Description
<!-- Describe what this change does and why it is needed -->
Adds the commands `co !` and `nc !`, which would reset either the combat
or non-combat strategies of a follower bot, without affecting the other
strategies or any other values.

Also ChangeStrategyAction.cpp was refactored for duplicate code by
introducing the helper function `HandleStrategyCommon`, that gets called
by `ChangeCombatStrategyAction` and `ChangeNonCombatStrategyAction`


## Feature Evaluation
<!--
If your PR is very minimal (comment typo, wrong ID reference, etc), and
it is very obvious it will not have
any impact on performance, you may skip these question. If necessary, a
maintainer may ask you for them later.
-->

<!-- Please answer the following: -->
- Describe the **minimum logic** required to achieve the intended
behavior.
- Describe the **processing cost** when this logic executes across many
bots.

`reset botAI` already resets strategies back to default, but it resets
ALL strategies and wipes values such as formations, stances, and
everything else under the `value` key in playerbots_db_store>value. The
new commands don't run across many bots, only on the bot the command is
run on.


## How to Test the Changes
<!--
- Step-by-step instructions to test the change.
- Any required setup (e.g. multiple players, number of bots, specific
configuration).
- Expected behavior and how to verify it.
-->
1. Run either `co ?` and `nc ?` to see current list of combat and
non-combat strategies the bot has.
2. Add and remove strategies to both `co` and `nc`.
3. Confirm your changes with `co ?` and `nc ?`.
4. Run `co !` only.
5. Run `co ?` to confirm combat strategies have been reset to default,
and `nc ?` to confirm it has not been affected. Then run `nc !` to reset
it as well.
6. Do another test [inside an
instance](https://github.com/mod-playerbots/mod-playerbots/wiki/Playerbot-Commands#raid-specific-strategies).
Remove a bunch of `nc` strategies, including the strategy for the raid
itself.
7. Run `nc !` and check that the defaults have been reset, but that the
instance strategy has been re-added as well.



## Impact Assessment
<!-- As a generic test, before and after measure of pmon (playerbot pmon
tick) can help you here. -->
- Does this change increase per-bot/per-tick processing or risk scaling
poorly with thousands of bots?
    - - [x] No, not at all
    - - [ ] Minimal impact (**explain below**)
    - - [ ] Moderate impact (**explain below**)



- Does this change modify default bot behavior?
    - - [x] No
    - - [ ] Yes (**explain why**)



- Does this change add new decision branches or increase maintenance
complexity?
    - - [ ] No
    - - [x] Yes (**explain below**)
Technically it adds a new case to ChangeCombatStrategyAction, but it's
straightforward.


## AI Assistance
<!--
AI assistance is allowed, but all submitted code must be fully
understood, reviewed, and owned by the contributor.
We expect contributors to be honest about what they do and do not
understand.
-->
Was AI assistance used while working on this change?
- - [ ] No
- - [x] Yes (**explain below**)
<!--
If yes, please specify:
- Purpose of usage (e.g. brainstorming, refactoring, documentation, code
generation).
- Which parts of the change were influenced or generated, and whether it
was thoroughly reviewed.
-->
Review only in case I was missing something, and then to easily refactor
duplicate code with HandleStrategyCommon.



<!--
TRANSLATIONS:
Anything new that the bots say in chat must be in a translatable format.
This is done using GetBotTextOrDefault,
which you can search for in the codebase to find examples. Your code
needs to have English as the default fallback,
while the full translations need to be in an SQL update file. The
languages in the file are the nine language
options supported by AzerothCore: English, Korean, French, German,
Chinese, Taiwanese, Spanish, Spanish Mexico, and
Russian. See
data/sql/playerbots/updates/2025_12_27_ai_playerbot_fishing_text.sql as
an example of a translation SQL
update, whose content are called within the codebase at
src/strategy/actions/FishingAction.cpp
-->

## Final Checklist

- - [x] Stability is not compromised.
- - [x] Performance impact is understood, tested, and acceptable.
- - [x] Added logic complexity is justified and explained.
- - [x] Any new bot dialogue lines are translated.
- - [x] Documentation updated if needed (Conf comments, WiKi commands).

## Notes for Reviewers
<!-- Anything else that's helpful to review or test your pull request.
-->

[Commands
wiki](https://github.com/mod-playerbots/mod-playerbots/wiki/Playerbot-Commands#strategies)
need to be modified to read:

---
You can query the bot to report what strategies are currently being
used:

```
co ?
nc ?
```
You can reset either of the bot's strategies back to defaults:

```
co !
nc !
```
---

Tangentially I also recommend [this
section](https://github.com/mod-playerbots/mod-playerbots/wiki/Playerbot-Commands#non-combat-strategies)
to be edit to this for more accuracy:

---
General
strategy | description
:---|:---
``food`` | enable bot's ability to eat/drink
``pvp`` | enable bot's ability to engage in PVP combat. Note: PVP mode
wouldn't appear active until the bot starts combat
``loot`` | enable bot's ability to loot. Note: adding or removing that
strategy for randombots requires GM level
2026-05-08 22:42:18 -07:00
Alex Dcnh
d2e5443109
Fix contradictory leader bot check in `LeaveLargeGuildTrigger::IsActi… (#2361)
<!--
Thank you for contributing to mod-playerbots, please make sure that
you...
1. Submit your PR to the test-staging branch, not master.
2. Read the guidelines below before submitting.
3. Don't delete parts of this template.

DESIGN PHILOSOPHY: We prioritize STABILITY, PERFORMANCE, AND
PREDICTABILITY over behavioral realism.

Every action and decision executes PER BOT AND PER TRIGGER. Small
increases in logic complexity scale
poorly across thousands of bots and negatively affect all. We prioritize
a stable system over a smarter
one. Bots don't need to behave perfectly; believable behavior is the
goal, not human simulation.
Default behavior must be cheap in processing; expensive behavior must be
opt-in.

Before submitting, make sure your changes aligns with these principles.
-->

## Pull Request Description
The previous logic contained two contradictory guards back-to-back:

```
// First check: passes only if IsRealPlayer() == true
if (!leader || !GET_PLAYERBOT_AI(leader) || !GET_PLAYERBOT_AI(leader)->IsRealPlayer())
    return false;

// Second check: returns false if IsRealPlayer() == true
PlayerbotAI* leaderBotAI = GET_PLAYERBOT_AI(leader);
if (!leaderBotAI || leaderBotAI->IsRealPlayer())
    return false;
```

The first guard (due to the erroneous `!` before `IsRealPlayer()`) only
passes when the leader **is** a real player. The second guard then
immediately returns `false` for the same reason, making the function
incapable of ever returning `true`.



## Feature Evaluation
<!--
If your PR is very minimal (comment typo, wrong ID reference, etc), and
it is very obvious it will not have
any impact on performance, you may skip these question. If necessary, a
maintainer may ask you for them later.
-->

<!-- Please answer the following: -->
- Describe the **minimum logic** required to achieve the intended
behavior.
- Describe the **processing cost** when this logic executes across many
bots.



## How to Test the Changes
<!--
- Step-by-step instructions to test the change.
- Any required setup (e.g. multiple players, number of bots, specific
configuration).
- Expected behavior and how to verify it.
-->



## Impact Assessment
<!-- As a generic test, before and after measure of pmon (playerbot pmon
tick) can help you here. -->
- Does this change increase per-bot/per-tick processing or risk scaling
poorly with thousands of bots?
    - - [x] No, not at all
    - - [ ] Minimal impact (**explain below**)
    - - [ ] Moderate impact (**explain below**)



- Does this change modify default bot behavior?
    - - [x] No
    - - [ ] Yes (**explain why**)



- Does this change add new decision branches or increase maintenance
complexity?
    - - [x] No
    - - [ ] Yes (**explain below**)



## AI Assistance
<!--
AI assistance is allowed, but all submitted code must be fully
understood, reviewed, and owned by the contributor.
We expect contributors to be honest about what they do and do not
understand.
-->
Was AI assistance used while working on this change?
- - [x] No
- - [ ] Yes (**explain below**)
<!--
If yes, please specify:
- Purpose of usage (e.g. brainstorming, refactoring, documentation, code
generation).
- Which parts of the change were influenced or generated, and whether it
was thoroughly reviewed.
-->



<!--
TRANSLATIONS:
Anything new that the bots say in chat must be in a translatable format.
This is done using GetBotTextOrDefault,
which you can search for in the codebase to find examples. Your code
needs to have English as the default fallback,
while the full translations need to be in an SQL update file. The
languages in the file are the nine language
options supported by AzerothCore: English, Korean, French, German,
Chinese, Taiwanese, Spanish, Spanish Mexico, and
Russian. See
data/sql/playerbots/updates/2025_12_27_ai_playerbot_fishing_text.sql as
an example of a translation SQL
update, whose content are called within the codebase at
src/strategy/actions/FishingAction.cpp
-->

## Final Checklist

- - [x] Stability is not compromised.
- - [x] Performance impact is understood, tested, and acceptable.
- - [x] Added logic complexity is justified and explained.
- - [x] Any new bot dialogue lines are translated.
- - [x] Documentation updated if needed (Conf comments, WiKi commands).

## Notes for Reviewers
<!-- Anything else that's helpful to review or test your pull request.
-->
2026-05-08 22:42:07 -07:00
Crow
6b0df4ff6c
Fix ambiguous item parsing in bot text (#2356)
## Pull Request Description

This change fixes two cases of broken bot text with respect to inventory
items.

1. Reserved inventory qualifiers such as "mount," "food," "drink," etc.
no longer also trigger generic item name matching. I first noticed this
problem when my resto Shaman who had the "Mounting Vengeance" weapon in
her inventory would repeatedly give error messages of failing to use it
while mounting (because mounting also causes bots to use items that fit
the reserved "mount," which due to this bug, also caused bots to try to
use any item with "mount" in its name).

2. Custom cast output text no longer reports an inferred bag item as the
spell target for normal unit-targeted casts such as "cast chain heal on
Keleborn." There was a bug where the action would first parse the actual
target and then parse the spell text and then try to match the last word
of the string to a bag item (so the bot would say it was casting chain
heal on a healing potion, even though the heal was in fact cast
correctly on a player).

## Feature Evaluation

- Describe the **minimum logic** required to achieve the intended
behavior.

- Add a reserved-qualifier check in InventoryAction::parseItems() so
reserved selectors do not also run through FindNamedItemVisitor.
- In custom cast output text, choose the displayed target based on the
actual target type already resolved for the cast.
  - It does not change mount selection behavior itself.
  - It does not add new spell-target parsing rules.
 
- Describe the **processing cost** when this logic executes across many
bots.
  - None.

## How to Test the Changes

Reserved qualifiers:
1. Give a bot in your party the "Mounting Vengeance" weapon.
2. Mount up, and the bot should mount too without saying anything
(before the fix, the bot would say it is using the weapon and that the
item was not found).

Spell cast text:
1. Give a bot an inventory item whose name overlaps with part of a spell
name, such as a healing potion.
2. Command a bot to cast some heal on a player.
3. The bot should cast the spell on the intended player (as was the case
previously), and the status text names the player instead of the
inventory item.

## Impact Assessment

- Does this change increase per-bot/per-tick processing or risk scaling
poorly with thousands of bots?
    - [x] No, not at all
    - [ ] Minimal impact (**explain below**)
   
- Does this change modify default bot behavior?
    - [x] No
    - [ ] Yes (**explain why**)

- Does this change add new decision branches or increase maintenance
complexity?
    - [ ] No
    - [x] Yes (**explain below**)
    
Very minor changes. InventoryAction gets one explicit reserved-qualifier
guard. Custom cast text selection becomes more explicit about which
target type should be displayed.

## AI Assistance

Was AI assistance used while working on this change?
- [ ] No
- [x] Yes (**explain below**)

GPT-5.4 was used to trace the relevant code paths for the errors and
propose the changes.

## Final Checklist

- [x] Stability is not compromised.
- [x] Performance impact is understood, tested, and acceptable.
- [x] Added logic complexity is justified and explained.
- [x] Any new bot dialogue lines are translated.
- [x] Documentation updated if needed (Conf comments, WiKi commands).

## Notes for Reviewers

---------

Co-authored-by: Keleborn <22352763+Celandriel@users.noreply.github.com>
Co-authored-by: bash <hermensb@gmail.com>
Co-authored-by: Revision <tkn963@gmail.com>
Co-authored-by: kadeshar <kadeshar@gmail.com>
2026-05-08 22:41:54 -07:00
Keleborn
b8ff5996f8
Flying mount fixes and self-bot (#2351)
<!--
Thank you for contributing to mod-playerbots, please make sure that
you...
1. Submit your PR to the test-staging branch, not master.
2. Read the guidelines below before submitting.
3. Don't delete parts of this template.

DESIGN PHILOSOPHY: We prioritize STABILITY, PERFORMANCE, AND
PREDICTABILITY over behavioral realism.

Every action and decision executes PER BOT AND PER TRIGGER. Small
increases in logic complexity scale
poorly across thousands of bots and negatively affect all. We prioritize
a stable system over a smarter
one. Bots don't need to behave perfectly; believable behavior is the
goal, not human simulation.
Default behavior must be cheap in processing; expensive behavior must be
opt-in.

Before submitting, make sure your changes aligns with these principles.
-->

## Pull Request Description
<!-- Describe what this change does and why it is needed -->
This PR does a few things.
1. Enable Selfbots to mount up. Because they have masters, but are their
own masters, they would never mount up because their master never
mounted.
2. Fix flag state handling after processing the aura change. 
3. Add in the Dismount packet handler. This is intended to implement
fall animations and have bots touch the ground when dismounting instead
of floating off the ground. (It was cleared anyway after the first move,
but this should make it more seamless.)



## Feature Evaluation
<!--
If your PR is very minimal (comment typo, wrong ID reference, etc), and
it is very obvious it will not have
any impact on performance, you may skip these question. If necessary, a
maintainer may ask you for them later.
-->

<!-- Please answer the following: -->
- Describe the **minimum logic** required to achieve the intended
behavior.
- Describe the **processing cost** when this logic executes across many
bots.



## How to Test the Changes
<!--
- Step-by-step instructions to test the change.
- Any required setup (e.g. multiple players, number of bots, specific
configuration).
- Expected behavior and how to verify it.
-->
self bot should mount up, and select area appropriate mounts. 

Bots in your team should mount up, and on your dismount properly snap to
the ground.

should test at low Z (<1.0 off the ground) and higher z (> 1.0 off the
ground)




## Impact Assessment
<!-- As a generic test, before and after measure of pmon (playerbot pmon
tick) can help you here. -->
- Does this change increase per-bot/per-tick processing or risk scaling
poorly with thousands of bots?
    - - [ ] No, not at all
    - - [x] Minimal impact (**explain below**)
    - - [ ] Moderate impact (**explain below**)
The processing of a fall path has some impact, but I dont think itll be
too much.


- Does this change modify default bot behavior?
    - - [ ] No
    - - [x] Yes (**explain why**)
Add natural falling when dismounting. May incurr fall damange.... 


- Does this change add new decision branches or increase maintenance
complexity?
    - - [x] No
    - - [ ] Yes (**explain below**)



## AI Assistance
<!--
AI assistance is allowed, but all submitted code must be fully
understood, reviewed, and owned by the contributor.
We expect contributors to be honest about what they do and do not
understand.
-->
Was AI assistance used while working on this change?
- - [ ] No
- - [x] Yes (**explain below**)
<!--
If yes, please specify:
- Purpose of usage (e.g. brainstorming, refactoring, documentation, code
generation).
- Which parts of the change were influenced or generated, and whether it
was thoroughly reviewed.
-->
Comparison of code bases, searching for flags, adding diagnostic
logging, and processing of said logging.
iterating and brainstorming. 
Code was also written, but fully reviewed by me, and fixed where
appropriate.


<!--
TRANSLATIONS:
Anything new that the bots say in chat must be in a translatable format.
This is done using GetBotTextOrDefault,
which you can search for in the codebase to find examples. Your code
needs to have English as the default fallback,
while the full translations need to be in an SQL update file. The
languages in the file are the nine language
options supported by AzerothCore: English, Korean, French, German,
Chinese, Taiwanese, Spanish, Spanish Mexico, and
Russian. See
data/sql/playerbots/updates/2025_12_27_ai_playerbot_fishing_text.sql as
an example of a translation SQL
update, whose content are called within the codebase at
src/strategy/actions/FishingAction.cpp
-->

## Final Checklist

- - [x] Stability is not compromised.
- - [x] Performance impact is understood, tested, and acceptable.
- - [x] Added logic complexity is justified and explained.
- - [x] Any new bot dialogue lines are translated.
- - [x] Documentation updated if needed (Conf comments, WiKi commands).

## Notes for Reviewers
<!-- Anything else that's helpful to review or test your pull request.
-->

---------

Co-authored-by: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-08 22:41:13 -07:00
Crow
826887133d
Exclude Invalid Weapons from Shaman Enchants & Refactor Temporary Enchant Spellcasting (#2345)
<!--
Thank you for contributing to mod-playerbots, please make sure that
you...
1. Submit your PR to the test-staging branch, not master.
2. Read the guidelines below before submitting.
3. Don't delete parts of this template.

DESIGN PHILOSOPHY: We prioritize STABILITY, PERFORMANCE, AND
PREDICTABILITY over behavioral realism.

Every action and decision executes PER BOT AND PER TRIGGER. Small
increases in logic complexity scale
poorly across thousands of bots and negatively affect all. We prioritize
a stable system over a smarter
one. Bots don't need to behave perfectly; believable behavior is the
goal, not human simulation.
Default behavior must be cheap in processing; expensive behavior must be
opt-in.

Before submitting, make sure your changes aligns with these principles.
-->

## Pull Request Description
<!-- Describe what this change does and why it is needed -->
Fix for issue #2343 

I excluded the MISC and FISHING POLE weapon subclasses from weapon
enchants. MISC includes the entry profession "weapons" (skinning knife,
mining pick, blacksmithing hammer, arclight spanner) and some other crap
that I suspect is not enchantable, but even if it is there's no good
reason to do so (like Brewfest steins). The subclass doesn't include
weapons that can be used for professions but you might actually want to
use for fighting (like Finkle's Skinner).

To clean things up overall, I removed the intermediate class
CastEnchantItemAction between CastSpellAction and
CastEnchantItemMainHandAction and CastEnchantItemOffHandAction.
CastEnchantItemAction is not doing anything helpful that can't easily be
replicated in the MH/OH classes, and I can't think of any future reason
for keeping CastEnchantItemAction. I also brought the CanCastSpell check
into the MH/OH classes--previously it just wasn't run for the weapon
enchant spells, and I can't think of any good reason why it shouldn't
be.

I also added Execute functions to both CastEnchantItemMainHandAction and
CastEnchantItemOffHandAction so they actually directly cast the enchant
on the specified hand instead of running through CastSpellAction's
Execute (and thus going through item for spell). I wasn't having
problems with the wrong hand being applied under the prior approach, but
this is a more direct and better approach anyway.

Other changes are just formatting.

## Feature Evaluation
<!--
If your PR is very minimal (comment typo, wrong ID reference, etc), and
it is very obvious it will not have
any impact on performance, you may skip these question. If necessary, a
maintainer may ask you for them later.
-->

<!-- Please answer the following: -->
- Describe the **minimum logic** required to achieve the intended
behavior.
- Describe the **processing cost** when this logic executes across many
bots.

The new path is very similar to the old one but just adds a check that
is common to all spells and early returns to avoid invalid results.

## How to Test the Changes
<!--
- Step-by-step instructions to test the change.
- Any required setup (e.g. multiple players, number of bots, specific
configuration).
- Expected behavior and how to verify it.
-->

1. Log into a Shaman and activate selfbot
2. Check to make sure the correct enchantments are applied (e.g., MH
Windfury and OH Flametongue for a dual-wielding Enhancement Shaman)
3. Equip a profession weapon such as a skinning knife and make sure the
Shaman does not attempt to enchant it

## Impact Assessment
<!-- As a generic test, before and after measure of pmon (playerbot pmon
tick) can help you here. -->
- Does this change increase per-bot/per-tick processing or risk scaling
poorly with thousands of bots?
    - - [x] No, not at all
    - - [ ] Minimal impact (**explain below**)
    - - [ ] Moderate impact (**explain below**)



- Does this change modify default bot behavior?
    - - [ ] No
    - - [x] Yes (**explain why**)

This just stops Shamans from trying to enchant stuff that they can't.

- Does this change add new decision branches or increase maintenance
complexity?
    - - [x] No
    - - [ ] Yes (**explain below**)



## AI Assistance
<!--
AI assistance is allowed, but all submitted code must be fully
understood, reviewed, and owned by the contributor.
We expect contributors to be honest about what they do and do not
understand.
-->
Was AI assistance used while working on this change?
- - [ ] No
- - [x] Yes (**explain below**)
<!--
If yes, please specify:
- Purpose of usage (e.g. brainstorming, refactoring, documentation, code
generation).
- Which parts of the change were influenced or generated, and whether it
was thoroughly reviewed.
-->

I kicked around some ideas with GPT-5.4 with respect to the refactoring
aspect of the PR after I had fixed the bug.
<!--
TRANSLATIONS:
Anything new that the bots say in chat must be in a translatable format.
This is done using GetBotTextOrDefault,
which you can search for in the codebase to find examples. Your code
needs to have English as the default fallback,
while the full translations need to be in an SQL update file. The
languages in the file are the nine language
options supported by AzerothCore: English, Korean, French, German,
Chinese, Taiwanese, Spanish, Spanish Mexico, and
Russian. See
data/sql/playerbots/updates/2025_12_27_ai_playerbot_fishing_text.sql as
an example of a translation SQL
update, whose content are called within the codebase at
src/strategy/actions/FishingAction.cpp
-->

## Final Checklist

- - [x] Stability is not compromised.
- - [x] Performance impact is understood, tested, and acceptable.
- - [x] Added logic complexity is justified and explained.
- - [x] Any new bot dialogue lines are translated.
- - [x] Documentation updated if needed (Conf comments, WiKi commands).

## Notes for Reviewers
<!-- Anything else that's helpful to review or test your pull request.
-->
2026-05-08 22:40:35 -07:00
Ivan Novokhatski
7af675e712
Respect worldserver's PreventAFKLogout value (#2328)
## Pull Request Description
This adds checks to prevent bots from logging out when the master isn't
actually logging out, respecting the `PreventAFKLogout` setting in
`worldserver.conf`. Otherwise, returning to the game after a long pause
means your bots are offline and you have to re-add them, which is
annoying.



## Feature Evaluation
N/A



## How to Test the Changes
1. Set `PreventAFKLogout` to 1 or 2 in `worldserver.conf`.
2. Start the server, log in, add some bots to your party.
3. Go to a sanctuary if you set `PreventAFKLogout` to 1 or just start
idling anywhere otherwise.
4. Both you and the bots will stay in-game no matter how much time has
passed.



## Impact Assessment
- Does this change increase per-bot/per-tick processing or risk scaling
poorly with thousands of bots?
    - - [x] No, not at all
    - - [ ] Minimal impact (**explain below**)
    - - [ ] Moderate impact (**explain below**)



- Does this change modify default bot behavior?
    - - [x] No
    - - [ ] Yes (**explain why**)



- Does this change add new decision branches or increase maintenance
complexity?
    - - [x] No
    - - [ ] Yes (**explain below**)



## AI Assistance
Was AI assistance used while working on this change?
- - [ ] No
- - [x] Yes (**explain below**)
Researching the issue and determining what checks need to be
implemented.



## Final Checklist

- - [x] Stability is not compromised.
- - [x] Performance impact is understood, tested, and acceptable.
- - [x] Added logic complexity is justified and explained.
- - [x] Any new bot dialogue lines are translated.
- - [x] Documentation updated if needed (Conf comments, WiKi commands).

## Notes for Reviewers
N/A
2026-05-08 22:40:16 -07:00
Ivan Novokhatski
8caf37af97
Add EnableAutoTradeOnItemMention config option (#2323)
## Pull Request Description
This PR adds a config parameter
`AiPlayerbot.EnableAutoTradeOnItemMention` that controls whether trade
dialogues and inventory listings will be triggered for messages that
contain keywords anywhere in their text (for example "got some food?").
The default value is `1/true`, so for existing installs there will be no
change.

This is useful for other mods that could utilise game chats for other
purposes, specifically my
[mod-playerbots-characters](https://github.com/deseven/mod-playerbots-characters)
and @DustinHendrickson 's
[mod-ollama-chat](https://github.com/DustinHendrickson/mod-ollama-chat).
Individual users might also benefit from the ability to disable this
functionality.



## Feature Evaluation
N/A



## How to Test the Changes
1. Start the server with default config and join the game.
2. Get into a party with one or more bots.
3. Write `got some food?` to the party chat.
4. A trade dialogue along with the whispers from the bots should pop up.
5. Stop the server, change `AiPlayerbot.EnableAutoTradeOnItemMention` to
`0`.
6. Start the server, join the game.
7. Get into a party with one or more bots.
8. Write `got some food?` to the party chat.
9. Nothing should happen.

> [!NOTE]
> In both cases the commands `t something` and `c something` should
still work.

## Impact Assessment
- Does this change increase per-bot/per-tick processing or risk scaling
poorly with thousands of bots?
    - - [x] No, not at all
    - - [ ] Minimal impact (**explain below**)
    - - [ ] Moderate impact (**explain below**)



- Does this change modify default bot behavior?
    - - [x] No
    - - [ ] Yes (**explain why**)



- Does this change add new decision branches or increase maintenance
complexity?
    - - [x] No
    - - [ ] Yes (**explain below**)



## AI Assistance
Was AI assistance used while working on this change?
- - [x] No
- - [ ] Yes (**explain below**)



## Final Checklist

- - [x] Stability is not compromised.
- - [x] Performance impact is understood, tested, and acceptable.
- - [x] Added logic complexity is justified and explained.
- - [x] Any new bot dialogue lines are translated.
- - [x] Documentation updated if needed (Conf comments, WiKi commands).

## Notes for Reviewers
N/A
2026-05-08 22:39:55 -07:00
Crow
5d9761c9e8
Implement Battle for Mount Hyjal Strategies (#2258)
<!--
Thank you for contributing to mod-playerbots, please make sure that
you...
1. Submit your PR to the test-staging branch, not master.
2. Read the guidelines below before submitting.
3. Don't delete parts of this template.

DESIGN PHILOSOPHY: We prioritize STABILITY, PERFORMANCE, AND
PREDICTABILITY over behavioral realism.

Every action and decision executes PER BOT AND PER TRIGGER. Small
increases in logic complexity scale
poorly across thousands of bots and negatively affect all. We prioritize
a stable system over a smarter
one. Bots don't need to behave perfectly; believable behavior is the
goal, not human simulation.
Default behavior must be cheap in processing; expensive behavior must be
opt-in.

Before submitting, make sure your changes aligns with these principles.
-->

### Contingent on
https://github.com/mod-playerbots/mod-playerbots/pull/2295/

## Pull Request Description
<!-- Describe what this change does and why it is needed -->
This PR implements raid strategies for all bosses in everybody's
favorite TBC instance, the Battle for Mount Hyjal. As before, I have
designed these all to work with IP with 50% damage and healing. I also
did not merge the 1.88x buff to Vanilla & TBC healing items that IP
recently implemented.

The next post will outline all implemented strategies.

Note: Set to draft for now as I may tweak Archimonde some more, but I
generally consider Hyjal complete, subject to comments.

## Feature Evaluation
<!--
If your PR is very minimal (comment typo, wrong ID reference, etc), and
it is very obvious it will not have
any impact on performance, you may skip these question. If necessary, a
maintainer may ask you for them later.
-->

<!-- Please answer the following: -->
- Describe the **minimum logic** required to achieve the intended
behavior.
- Describe the **processing cost** when this logic executes across many
bots.

As with previous strategies, I've worked within the existing context of
actions/multipliers/triggers. This strategy does implement new spell
hooks, but I don't think that is problematic for performance, and I'll
explain why they are necessary in the next post.


## How to Test the Changes
<!--
- Step-by-step instructions to test the change.
- Any required setup (e.g. multiple players, number of bots, specific
configuration).
- Expected behavior and how to verify it.
-->



## Impact Assessment
<!-- As a generic test, before and after measure of pmon (playerbot pmon
tick) can help you here. -->
- Does this change increase per-bot/per-tick processing or risk scaling
poorly with thousands of bots?
    - - [ ] No, not at all
    - - [x] Minimal impact (**explain below**)
    - - [ ] Moderate impact (**explain below**)

There are many new triggers, multipliers, and actions, but they will be
evaluated only if the "hyjal" strategy is added. Additionally, I've
attempted to order and implement checks in a manner to limit performance
impact and have tested with .pmon active. In general, I consider
performance to be highly important so am always working on ways to limit
the impact (e.g., trying to use the most targeted grid searches
available when needed).


- Does this change modify default bot behavior?
    - - [ ] No
    - - [x] Yes (**explain why**)

Only in the Hyjal instance, for obvious reasons.


- Does this change add new decision branches or increase maintenance
complexity?
    - - [ ] No
    - - [x] Yes (**explain below**)

New decision branches apply only in the new Hyjal instance, for obvious
reasons. Maintenance complexity should not be increased as code outside
of the new Hyjal files is not impacted, except to the extent needed to
register and implement the strategy in the same manner as all existing
strategies. Exception: As noted, I did add new spell hooks, but if they
become problematic, they can easily be removed.


## Messages to Translate
<!--
Bot messages have to be translatable, but you don't need to do the
translations here. You only need to make sure
the message is in a translatable format, and list in the table the
message_key and the default English message.
Search for GetBotTextOrDefault in the codebase for examples.
-->
- Does this change add bot messages to translate?
    - - [x] No
    - - [ ] Yes (**list messages in the table**)

| Message key  | Default message |
| --------------- | ------------------ |
|			 |			      |
|			 |			      |

## AI Assistance
<!--
AI assistance is allowed, but all submitted code must be fully
understood, reviewed, and owned by the contributor.
We expect contributors to be honest about what they do and do not
understand.
-->
- Was AI assistance used while working on this change?
    - - [ ] No
    - - [x] Yes (**explain below**)
<!--
If yes, please specify:
- Purpose of usage (e.g. brainstorming, refactoring, documentation, code
generation).
- Which parts of the change were influenced or generated, and whether it
was thoroughly reviewed.
-->

Claude Sonnet 4.6 was used for more complex implementation and
occasionally GPT-5 mini was used for simple questions. I do not use AI
for brainstorming or developing strategies, only for implementation and
review of code. Most of this was written by me directly, but most
notably I needed AI support to implement the spell hooks and
triggers/actions that relied on them. Everything was reviewed and tested
many times.


## Final Checklist

- - [x] Stability is not compromised.
- - [x] Performance impact is understood, tested, and acceptable.
Caveat: The full impact of implementing the spell hooks on a broad scale
is beyond my knowledge to evaluate.
- - [x] Added logic complexity is justified and explained.
- - [x] Documentation updated if needed (Conf comments, WiKi commands).

## Notes for Reviewers
<!-- Anything else that's helpful to review or test your pull request.
-->

---------

Co-authored-by: Keleborn <22352763+Celandriel@users.noreply.github.com>
Co-authored-by: bash <hermensb@gmail.com>
Co-authored-by: Revision <tkn963@gmail.com>
Co-authored-by: kadeshar <kadeshar@gmail.com>
2026-05-08 22:39:32 -07:00
Keleborn
38caa1daa7
Randombots respect realm PVP setting (#2342)
<!--
Thank you for contributing to mod-playerbots, please make sure that
you...
1. Submit your PR to the test-staging branch, not master.
2. Read the guidelines below before submitting.
3. Don't delete parts of this template.

DESIGN PHILOSOPHY: We prioritize STABILITY, PERFORMANCE, AND
PREDICTABILITY over behavioral realism.

Every action and decision executes PER BOT AND PER TRIGGER. Small
increases in logic complexity scale
poorly across thousands of bots and negatively affect all. We prioritize
a stable system over a smarter
one. Bots don't need to behave perfectly; believable behavior is the
goal, not human simulation.
Default behavior must be cheap in processing; expensive behavior must be
opt-in.

Before submitting, make sure your changes aligns with these principles.
-->

## Pull Request Description
<!-- Describe what this change does and why it is needed -->
Fix an issue where bots would eventually have pvp set by reset. THis
ensures bot pvp states are consistent with realm type.


## Feature Evaluation
<!--
If your PR is very minimal (comment typo, wrong ID reference, etc), and
it is very obvious it will not have
any impact on performance, you may skip these question. If necessary, a
maintainer may ask you for them later.
-->

<!-- Please answer the following: -->
- Describe the **minimum logic** required to achieve the intended
behavior.
- Describe the **processing cost** when this logic executes across many
bots.



## How to Test the Changes
<!--
- Step-by-step instructions to test the change.
- Any required setup (e.g. multiple players, number of bots, specific
configuration).
- Expected behavior and how to verify it.
-->



## Impact Assessment
<!-- As a generic test, before and after measure of pmon (playerbot pmon
tick) can help you here. -->
- Does this change increase per-bot/per-tick processing or risk scaling
poorly with thousands of bots?
    - - [x] No, not at all
    - - [ ] Minimal impact (**explain below**)
    - - [ ] Moderate impact (**explain below**)



- Does this change modify default bot behavior?
    - - [ ] No
    - - [x] Yes (**explain why**)
Corrects behavior to match server intent. 


- Does this change add new decision branches or increase maintenance
complexity?
    - - [x] No
    - - [ ] Yes (**explain below**)



## AI Assistance
<!--
AI assistance is allowed, but all submitted code must be fully
understood, reviewed, and owned by the contributor.
We expect contributors to be honest about what they do and do not
understand.
-->
Was AI assistance used while working on this change?
- - [ ] No
- - [x] Yes (**explain below**)
<!--
If yes, please specify:
- Purpose of usage (e.g. brainstorming, refactoring, documentation, code
generation).
- Which parts of the change were influenced or generated, and whether it
was thoroughly reviewed.
-->
searching code, writing it. 


<!--
TRANSLATIONS:
Anything new that the bots say in chat must be in a translatable format.
This is done using GetBotTextOrDefault,
which you can search for in the codebase to find examples. Your code
needs to have English as the default fallback,
while the full translations need to be in an SQL update file. The
languages in the file are the nine language
options supported by AzerothCore: English, Korean, French, German,
Chinese, Taiwanese, Spanish, Spanish Mexico, and
Russian. See
data/sql/playerbots/updates/2025_12_27_ai_playerbot_fishing_text.sql as
an example of a translation SQL
update, whose content are called within the codebase at
src/strategy/actions/FishingAction.cpp
-->

## Final Checklist

- - [x] Stability is not compromised.
- - [x] Performance impact is understood, tested, and acceptable.
- - [x] Added logic complexity is justified and explained.
- - [x] Any new bot dialogue lines are translated.
- - [x] Documentation updated if needed (Conf comments, WiKi commands).

## Notes for Reviewers
<!-- Anything else that's helpful to review or test your pull request.
-->
2026-05-03 21:41:45 +02:00
Keleborn
ccce14238e
Core Update, change to DeserterCheck and signature (#2354)
<!--
Thank you for contributing to mod-playerbots, please make sure that
you...
1. Submit your PR to the test-staging branch, not master.
2. Read the guidelines below before submitting.
3. Don't delete parts of this template.

DESIGN PHILOSOPHY: We prioritize STABILITY, PERFORMANCE, AND
PREDICTABILITY over behavioral realism.

Every action and decision executes PER BOT AND PER TRIGGER. Small
increases in logic complexity scale
poorly across thousands of bots and negatively affect all. We prioritize
a stable system over a smarter
one. Bots don't need to behave perfectly; believable behavior is the
goal, not human simulation.
Default behavior must be cheap in processing; expensive behavior must be
opt-in.

Before submitting, make sure your changes aligns with these principles.
-->

## Pull Request Description
<!-- Describe what this change does and why it is needed -->
Required change for
https://github.com/azerothcore/azerothcore-wotlk/pull/24641


## Feature Evaluation
<!--
If your PR is very minimal (comment typo, wrong ID reference, etc), and
it is very obvious it will not have
any impact on performance, you may skip these question. If necessary, a
maintainer may ask you for them later.
-->

<!-- Please answer the following: -->
- Describe the **minimum logic** required to achieve the intended
behavior.
- Describe the **processing cost** when this logic executes across many
bots.



## How to Test the Changes
<!--
- Step-by-step instructions to test the change.
- Any required setup (e.g. multiple players, number of bots, specific
configuration).
- Expected behavior and how to verify it.
-->



## Impact Assessment
<!-- As a generic test, before and after measure of pmon (playerbot pmon
tick) can help you here. -->
- Does this change increase per-bot/per-tick processing or risk scaling
poorly with thousands of bots?
    - - [ ] No, not at all
    - - [ ] Minimal impact (**explain below**)
    - - [ ] Moderate impact (**explain below**)



- Does this change modify default bot behavior?
    - - [ ] No
    - - [ ] Yes (**explain why**)



- Does this change add new decision branches or increase maintenance
complexity?
    - - [ ] No
    - - [ ] Yes (**explain below**)



## AI Assistance
<!--
AI assistance is allowed, but all submitted code must be fully
understood, reviewed, and owned by the contributor.
We expect contributors to be honest about what they do and do not
understand.
-->
Was AI assistance used while working on this change?
- - [ ] No
- - [ ] Yes (**explain below**)
<!--
If yes, please specify:
- Purpose of usage (e.g. brainstorming, refactoring, documentation, code
generation).
- Which parts of the change were influenced or generated, and whether it
was thoroughly reviewed.
-->



<!--
TRANSLATIONS:
Anything new that the bots say in chat must be in a translatable format.
This is done using GetBotTextOrDefault,
which you can search for in the codebase to find examples. Your code
needs to have English as the default fallback,
while the full translations need to be in an SQL update file. The
languages in the file are the nine language
options supported by AzerothCore: English, Korean, French, German,
Chinese, Taiwanese, Spanish, Spanish Mexico, and
Russian. See
data/sql/playerbots/updates/2025_12_27_ai_playerbot_fishing_text.sql as
an example of a translation SQL
update, whose content are called within the codebase at
src/strategy/actions/FishingAction.cpp
-->

## Final Checklist

- - [ ] Stability is not compromised.
- - [ ] Performance impact is understood, tested, and acceptable.
- - [ ] Added logic complexity is justified and explained.
- - [ ] Any new bot dialogue lines are translated.
- - [ ] Documentation updated if needed (Conf comments, WiKi commands).

## Notes for Reviewers
<!-- Anything else that's helpful to review or test your pull request.
-->
2026-05-03 07:16:34 -07:00
Crow
104a1b9ee1
Clean up unnecessary includes in raid strategy and trigger-context headers (#2347)
<!--
Thank you for contributing to mod-playerbots, please make sure that
you...
1. Submit your PR to the test-staging branch, not master.
2. Read the guidelines below before submitting.
3. Don't delete parts of this template.

DESIGN PHILOSOPHY: We prioritize STABILITY, PERFORMANCE, AND
PREDICTABILITY over behavioral realism.

Every action and decision executes PER BOT AND PER TRIGGER. Small
increases in logic complexity scale
poorly across thousands of bots and negatively affect all. We prioritize
a stable system over a smarter
one. Bots don't need to behave perfectly; believable behavior is the
goal, not human simulation.
Default behavior must be cheap in processing; expensive behavior must be
opt-in.

Before submitting, make sure your changes aligns with these principles.
-->

## Pull Request Description
<!-- Describe what this change does and why it is needed -->
This PR trims redundant includes from raid Strategy.h and
TriggerContext.h headers. I noticed a consistent pattern of including
Multiplier.h when it was not needed in Strategy.h and including
AiObjectContext.h in TriggerContext.h when only the narrower
NamedObjectContext.h is needed (both of which I was guilty of also).
Since we make new raid strategies based on existing raid strategies, I
figure let's go for the low-hanging fruit and just fix this so we stop
doing it wrong going forward.

While I was at it, I removed other unnecessary includes but in those two
files only (across dungeon and raid strategies).

Edit: Made a couple of other minor code cleanups I'd been intending to
do. Notably, we shouldn't be including a .cpp in PlayerbotAI.cpp.

## Feature Evaluation
<!--
If your PR is very minimal (comment typo, wrong ID reference, etc), and
it is very obvious it will not have
any impact on performance, you may skip these question. If necessary, a
maintainer may ask you for them later.
-->

<!-- Please answer the following: -->
- Describe the **minimum logic** required to achieve the intended
behavior.
- Describe the **processing cost** when this logic executes across many
bots.



## How to Test the Changes
<!--
- Step-by-step instructions to test the change.
- Any required setup (e.g. multiple players, number of bots, specific
configuration).
- Expected behavior and how to verify it.
-->



## Impact Assessment
<!-- As a generic test, before and after measure of pmon (playerbot pmon
tick) can help you here. -->
- Does this change increase per-bot/per-tick processing or risk scaling
poorly with thousands of bots?
    - - [x] No, not at all
    - - [ ] Minimal impact (**explain below**)
    - - [ ] Moderate impact (**explain below**)



- Does this change modify default bot behavior?
    - - [x] No
    - - [ ] Yes (**explain why**)



- Does this change add new decision branches or increase maintenance
complexity?
    - - [x] No
    - - [ ] Yes (**explain below**)



## AI Assistance
<!--
AI assistance is allowed, but all submitted code must be fully
understood, reviewed, and owned by the contributor.
We expect contributors to be honest about what they do and do not
understand.
-->
Was AI assistance used while working on this change?
- - [ ] No
- - [x] Yes (**explain below**)
<!--
If yes, please specify:
- Purpose of usage (e.g. brainstorming, refactoring, documentation, code
generation).
- Which parts of the change were influenced or generated, and whether it
was thoroughly reviewed.
-->

I had GPT-5.4 do the actual work because doing it myself file-by-file
would've been such a snoozefest.

<!--
TRANSLATIONS:
Anything new that the bots say in chat must be in a translatable format.
This is done using GetBotTextOrDefault,
which you can search for in the codebase to find examples. Your code
needs to have English as the default fallback,
while the full translations need to be in an SQL update file. The
languages in the file are the nine language
options supported by AzerothCore: English, Korean, French, German,
Chinese, Taiwanese, Spanish, Spanish Mexico, and
Russian. See
data/sql/playerbots/updates/2025_12_27_ai_playerbot_fishing_text.sql as
an example of a translation SQL
update, whose content are called within the codebase at
src/strategy/actions/FishingAction.cpp
-->

## Final Checklist

- - [x] Stability is not compromised.
- - [x] Performance impact is understood, tested, and acceptable.
- - [x] Added logic complexity is justified and explained.
- - [x] Any new bot dialogue lines are translated.
- - [x] Documentation updated if needed (Conf comments, WiKi commands).

## Notes for Reviewers
<!-- Anything else that's helpful to review or test your pull request.
-->
2026-05-02 12:20:18 -07:00
Crow
94195c3b9b
Bots Don't Autoequip Tools & Other Misc Weapons (#2346)
<!--
Thank you for contributing to mod-playerbots, please make sure that
you...
1. Submit your PR to the test-staging branch, not master.
2. Read the guidelines below before submitting.
3. Don't delete parts of this template.

DESIGN PHILOSOPHY: We prioritize STABILITY, PERFORMANCE, AND
PREDICTABILITY over behavioral realism.

Every action and decision executes PER BOT AND PER TRIGGER. Small
increases in logic complexity scale
poorly across thousands of bots and negatively affect all. We prioritize
a stable system over a smarter
one. Bots don't need to behave perfectly; believable behavior is the
goal, not human simulation.
Default behavior must be cheap in processing; expensive behavior must be
opt-in.

Before submitting, make sure your changes aligns with these principles.
-->

## Pull Request Description
<!-- Describe what this change does and why it is needed -->
Solve the rest of #2344

Now, bots won't autoequip any weapon from ITEM_SUBCLASS_WEAPON_MISC,
which includes all of the basic tools and some other crap that they have
no need to autoequip, either. Bots are still eligible to equip those
weapons (such as through the "e" command).

Note that MISC includes the Argent Tournament lances. I've not played
WotLK, but I assume those might be relevant for a strategy. It shouldn't
be a problem though because I've intentionally not made bots ineligible
for MISC weapons; they just won't consider them upgrades on their own.

I also cleaned up ItemUsageValue::QueryItemUsageForEquip to consolidate
checks and so on. None of that should be functional, or I screwed up.
The check for MISC is on lines 219 through 221.

## Feature Evaluation
<!--
If your PR is very minimal (comment typo, wrong ID reference, etc), and
it is very obvious it will not have
any impact on performance, you may skip these question. If necessary, a
maintainer may ask you for them later.
-->

<!-- Please answer the following: -->
- Describe the **minimum logic** required to achieve the intended
behavior.
- Describe the **processing cost** when this logic executes across many
bots.



## How to Test the Changes
<!--
- Step-by-step instructions to test the change.
- Any required setup (e.g. multiple players, number of bots, specific
configuration).
- Expected behavior and how to verify it.
-->
Activate selfbot. Unequip all weapons and have nothing in the inventory
except for a MISC weapon such as a skinning knife. Whisper self "equip
upgrade"--nothing should happen. Whisper self "e [LINK TO WEAPON]"--the
bot should equip the weapon.


## Impact Assessment
<!-- As a generic test, before and after measure of pmon (playerbot pmon
tick) can help you here. -->
- Does this change increase per-bot/per-tick processing or risk scaling
poorly with thousands of bots?
    - - [ ] No, not at all
    - - [x] Minimal impact (**explain below**)
    - - [ ] Moderate impact (**explain below**)

There's an extra check but totally meaningless with respect to
performance.

- Does this change modify default bot behavior?
    - - [ ] No
    - - [x] Yes (**explain why**)

They won't auto-equip crap that will prevent them from using abilities.

- Does this change add new decision branches or increase maintenance
complexity?
    - - [x] No
    - - [ ] Yes (**explain below**)



## AI Assistance
<!--
AI assistance is allowed, but all submitted code must be fully
understood, reviewed, and owned by the contributor.
We expect contributors to be honest about what they do and do not
understand.
-->
Was AI assistance used while working on this change?
- - [ ] No
- - [x] Yes (**explain below**)
<!--
If yes, please specify:
- Purpose of usage (e.g. brainstorming, refactoring, documentation, code
generation).
- Which parts of the change were influenced or generated, and whether it
was thoroughly reviewed.
-->

I had GPT-5.4 evaluate different spots where I thought an exclusion
could be added before settling on this one.

<!--
TRANSLATIONS:
Anything new that the bots say in chat must be in a translatable format.
This is done using GetBotTextOrDefault,
which you can search for in the codebase to find examples. Your code
needs to have English as the default fallback,
while the full translations need to be in an SQL update file. The
languages in the file are the nine language
options supported by AzerothCore: English, Korean, French, German,
Chinese, Taiwanese, Spanish, Spanish Mexico, and
Russian. See
data/sql/playerbots/updates/2025_12_27_ai_playerbot_fishing_text.sql as
an example of a translation SQL
update, whose content are called within the codebase at
src/strategy/actions/FishingAction.cpp
-->

## Final Checklist

- - [x] Stability is not compromised.
- - [x] Performance impact is understood, tested, and acceptable.
- - [x] Added logic complexity is justified and explained.
- - [x] Any new bot dialogue lines are translated.
- - [x] Documentation updated if needed (Conf comments, WiKi commands).

## Notes for Reviewers
<!-- Anything else that's helpful to review or test your pull request.
-->
2026-05-02 12:20:03 -07:00
kadeshar
063eabc16e
Spam guild fix (#2341)
<!--
Thank you for contributing to mod-playerbots, please make sure that
you...
1. Submit your PR to the test-staging branch, not master.
2. Read the guidelines below before submitting.
3. Don't delete parts of this template.

DESIGN PHILOSOPHY: We prioritize STABILITY, PERFORMANCE, AND
PREDICTABILITY over behavioral realism.

Every action and decision executes PER BOT AND PER TRIGGER. Small
increases in logic complexity scale
poorly across thousands of bots and negatively affect all. We prioritize
a stable system over a smarter
one. Bots don't need to behave perfectly; believable behavior is the
goal, not human simulation.
Default behavior must be cheap in processing; expensive behavior must be
opt-in.

Before submitting, make sure your changes aligns with these principles.
-->

## Pull Request Description
<!-- Describe what this change does and why it is needed -->

Removed messages in failed attempts of buying tabard.
Related with: #1885 

## How to Test the Changes
<!--
- Step-by-step instructions to test the change.
- Any required setup (e.g. multiple players, number of bots, specific
configuration).
- Expected behavior and how to verify it.
-->

Invite bot with guild strategy. Spam should not appear.

## Impact Assessment
<!-- As a generic test, before and after measure of pmon (playerbot pmon
tick) can help you here. -->
- Does this change increase per-bot/per-tick processing or risk scaling
poorly with thousands of bots?
    - - [x] No, not at all
    - - [ ] Minimal impact (**explain below**)
    - - [ ] Moderate impact (**explain below**)



- Does this change modify default bot behavior?
    - - [x] No
    - - [ ] Yes (**explain why**)



- Does this change add new decision branches or increase maintenance
complexity?
    - - [x] No
    - - [ ] Yes (**explain below**)



## AI Assistance
<!--
AI assistance is allowed, but all submitted code must be fully
understood, reviewed, and owned by the contributor.
We expect contributors to be honest about what they do and do not
understand.
-->
Was AI assistance used while working on this change?
- - [x] No
- - [ ] Yes (**explain below**)
<!--
If yes, please specify:
- Purpose of usage (e.g. brainstorming, refactoring, documentation, code
generation).
- Which parts of the change were influenced or generated, and whether it
was thoroughly reviewed.
-->



<!--
TRANSLATIONS:
Anything new that the bots say in chat must be in a translatable format.
This is done using GetBotTextOrDefault,
which you can search for in the codebase to find examples. Your code
needs to have English as the default fallback,
while the full translations need to be in an SQL update file. The
languages in the file are the nine language
options supported by AzerothCore: English, Korean, French, German,
Chinese, Taiwanese, Spanish, Spanish Mexico, and
Russian. See
data/sql/playerbots/updates/2025_12_27_ai_playerbot_fishing_text.sql as
an example of a translation SQL
update, whose content are called within the codebase at
src/strategy/actions/FishingAction.cpp
-->

## Final Checklist

- - [x] Stability is not compromised.
- - [x] Performance impact is understood, tested, and acceptable.
- - [x] Added logic complexity is justified and explained.
- - [x] Any new bot dialogue lines are translated.
- - [x] Documentation updated if needed (Conf comments, WiKi commands).

## Notes for Reviewers
<!-- Anything else that's helpful to review or test your pull request.
-->
2026-05-02 12:19:51 -07:00
kadeshar
cc6f6c2c3a
Thorns reapply fix (#2338)
<!--
Thank you for contributing to mod-playerbots, please make sure that
you...
1. Submit your PR to the test-staging branch, not master.
2. Read the guidelines below before submitting.
3. Don't delete parts of this template.

DESIGN PHILOSOPHY: We prioritize STABILITY, PERFORMANCE, AND
PREDICTABILITY over behavioral realism.

Every action and decision executes PER BOT AND PER TRIGGER. Small
increases in logic complexity scale
poorly across thousands of bots and negatively affect all. We prioritize
a stable system over a smarter
one. Bots don't need to behave perfectly; believable behavior is the
goal, not human simulation.
Default behavior must be cheap in processing; expensive behavior must be
opt-in.

Before submitting, make sure your changes aligns with these principles.
-->

## Pull Request Description
<!-- Describe what this change does and why it is needed -->

Allowed druid cast Thorns on target which already have Thorns on him to
extend duration.
Related with: #2290 

## How to Test the Changes
<!--
- Step-by-step instructions to test the change.
- Any required setup (e.g. multiple players, number of bots, specific
configuration).
- Expected behavior and how to verify it.
-->

1. Invite 2 bot (one of them must be druid which can cast thorns)
2. Select second bot and use commad `cast thorns`
3. Wait until buff timer decrease
4. Use again same command
5. Druid should cast spell

## Impact Assessment
<!-- As a generic test, before and after measure of pmon (playerbot pmon
tick) can help you here. -->
- Does this change increase per-bot/per-tick processing or risk scaling
poorly with thousands of bots?
    - - [x] No, not at all
    - - [ ] Minimal impact (**explain below**)
    - - [ ] Moderate impact (**explain below**)



- Does this change modify default bot behavior?
    - - [x] No
    - - [ ] Yes (**explain why**)



- Does this change add new decision branches or increase maintenance
complexity?
    - - [x] No
    - - [ ] Yes (**explain below**)



## AI Assistance
<!--
AI assistance is allowed, but all submitted code must be fully
understood, reviewed, and owned by the contributor.
We expect contributors to be honest about what they do and do not
understand.
-->
Was AI assistance used while working on this change?
- - [ ] No
- - [x] Yes (**explain below**)
<!--
If yes, please specify:
- Purpose of usage (e.g. brainstorming, refactoring, documentation, code
generation).
- Which parts of the change were influenced or generated, and whether it
was thoroughly reviewed.
-->

To understand reason.

<!--
TRANSLATIONS:
Anything new that the bots say in chat must be in a translatable format.
This is done using GetBotTextOrDefault,
which you can search for in the codebase to find examples. Your code
needs to have English as the default fallback,
while the full translations need to be in an SQL update file. The
languages in the file are the nine language
options supported by AzerothCore: English, Korean, French, German,
Chinese, Taiwanese, Spanish, Spanish Mexico, and
Russian. See
data/sql/playerbots/updates/2025_12_27_ai_playerbot_fishing_text.sql as
an example of a translation SQL
update, whose content are called within the codebase at
src/strategy/actions/FishingAction.cpp
-->

## Final Checklist

- - [x] Stability is not compromised.
- - [x] Performance impact is understood, tested, and acceptable.
- - [x] Added logic complexity is justified and explained.
- - [x] Any new bot dialogue lines are translated.
- - [x] Documentation updated if needed (Conf comments, WiKi commands).

## Notes for Reviewers
<!-- Anything else that's helpful to review or test your pull request.
-->
2026-05-02 12:19:37 -07:00
Keleborn
c819516325
Fix rpg travel flying (#2324)
<!--
Thank you for contributing to mod-playerbots, please make sure that
you...
1. Submit your PR to the test-staging branch, not master.
2. Read the guidelines below before submitting.
3. Don't delete parts of this template.

DESIGN PHILOSOPHY: We prioritize STABILITY, PERFORMANCE, AND
PREDICTABILITY over behavioral realism.

Every action and decision executes PER BOT AND PER TRIGGER. Small
increases in logic complexity scale
poorly across thousands of bots and negatively affect all. We prioritize
a stable system over a smarter
one. Bots don't need to behave perfectly; believable behavior is the
goal, not human simulation.
Default behavior must be cheap in processing; expensive behavior must be
opt-in.

Before submitting, make sure your changes aligns with these principles.
-->

## Pull Request Description
<!-- Describe what this change does and why it is needed -->
Clean up values that were incorrectly translated from the sql search
into the dbc search.
Refactors structure for cities in TravelMgr to try to resolve some
duplication issues.
Change to position based search, so that bots dont get stuck if they
fail to resolve the flightmaster game object when it hasnt spawned.
TravelFlight state now stores flight master entry + world position
instead of ObjectGuid, so the bot can move back into range and
re-resolve the NPC locally via FindNearestCreature
Bundles reliability cleanup in NewRpgTravelFlightAction: uses
info.ChangeToIdle() consistently and adds the missing return true after
a failed taxi path

## Feature Evaluation
<!--
If your PR is very minimal (comment typo, wrong ID reference, etc), and
it is very obvious it will not have
any impact on performance, you may skip these question. If necessary, a
maintainer may ask you for them later.
-->

<!-- Please answer the following: -->
- Describe the **minimum logic** required to achieve the intended
behavior.
- Describe the **processing cost** when this logic executes across many
bots.

No expected shanges. 

## How to Test the Changes
<!--
- Step-by-step instructions to test the change.
- Any required setup (e.g. multiple players, number of bots, specific
configuration).
- Expected behavior and how to verify it.
-->

Run the server and check if zones are getting populated well. 

## Impact Assessment
<!-- As a generic test, before and after measure of pmon (playerbot pmon
tick) can help you here. -->
- Does this change increase per-bot/per-tick processing or risk scaling
poorly with thousands of bots?
    - - [x] No, not at all
    - - [ ] Minimal impact (**explain below**)
    - - [ ] Moderate impact (**explain below**)

Run with 4k bots, no issues. 

- Does this change modify default bot behavior?
    - - [ ] No
    - - [x] Yes (**explain why**)

It should correctly send bots to the areas appropriate for their level
in an equally weighted manner.


- Does this change add new decision branches or increase maintenance
complexity?
    - - [x] No
    - - [ ] Yes (**explain below**)



## AI Assistance
<!--
AI assistance is allowed, but all submitted code must be fully
understood, reviewed, and owned by the contributor.
We expect contributors to be honest about what they do and do not
understand.
-->
Was AI assistance used while working on this change?
- - [ ] No
- - x ] Yes (**explain below**)
<!--
If yes, please specify:
- Purpose of usage (e.g. brainstorming, refactoring, documentation, code
generation).
- Which parts of the change were influenced or generated, and whether it
was thoroughly reviewed.
-->
Refactoring the data structure based on my instruction. 
All parts reviewed. 


<!--
TRANSLATIONS:
Anything new that the bots say in chat must be in a translatable format.
This is done using GetBotTextOrDefault,
which you can search for in the codebase to find examples. Your code
needs to have English as the default fallback,
while the full translations need to be in an SQL update file. The
languages in the file are the nine language
options supported by AzerothCore: English, Korean, French, German,
Chinese, Taiwanese, Spanish, Spanish Mexico, and
Russian. See
data/sql/playerbots/updates/2025_12_27_ai_playerbot_fishing_text.sql as
an example of a translation SQL
update, whose content are called within the codebase at
src/strategy/actions/FishingAction.cpp
-->

## Final Checklist

- - [x] Stability is not compromised.
- - [x] Performance impact is understood, tested, and acceptable.
- - [x] Added logic complexity is justified and explained.
- - [x] Any new bot dialogue lines are translated.
- - [x] Documentation updated if needed (Conf comments, WiKi commands).

## Notes for Reviewers
<!-- Anything else that's helpful to review or test your pull request.
-->
2026-05-02 12:19:23 -07:00
HennyWilly
410ce134fe
Fix Deep Breath issues during Onyxia encounter (#2318)
<!--
Thank you for contributing to mod-playerbots, please make sure that
you...
1. Submit your PR to the test-staging branch, not master.
2. Read the guidelines below before submitting.
3. Don't delete parts of this template.

DESIGN PHILOSOPHY: We prioritize STABILITY, PERFORMANCE, AND
PREDICTABILITY over behavioral realism.

Every action and decision executes PER BOT AND PER TRIGGER. Small
increases in logic complexity scale
poorly across thousands of bots and negatively affect all. We prioritize
a stable system over a smarter
one. Bots don't need to behave perfectly; believable behavior is the
goal, not human simulation.
Default behavior must be cheap in processing; expensive behavior must be
opt-in.

Before submitting, make sure your changes aligns with these principles.
-->

## Pull Request Description
<!-- Describe what this change does and why it is needed -->
The current strategy for Onyxia causes bots to get hit by her breath
attack relatively consistently during phase 2.
The problem was that the safe zone coordinates always use the bot's
z-coordinate. If the bots are standing at the lower altitude part of the
arena, `SearchForBestPath` inside `MoveTo` causes `INVALID_HEIGHT`,
resulting in the bot not moving at all and getting hit by the breath
attack.

This PR fixes this behavior by using the actual terrain z-coordinates
for the predefined safe zones instead of always using the bot's
z-coordinate. These values are chosen to ensure valid pathfinding
regardless of the bot's current elevation.
Additionally, bots now interrupt their spells if they are not inside a
safe zone during the breath. This causes the bots to immediately start
running instead of finishing their casts first.

## Feature Evaluation
<!--
If your PR is very minimal (comment typo, wrong ID reference, etc), and
it is very obvious it will not have
any impact on performance, you may skip these question. If necessary, a
maintainer may ask you for them later.
-->

<!-- Please answer the following: -->
- Describe the **minimum logic** required to achieve the intended
behavior.

Replaced the use of `bot->GetPositionZ()` in `GetSafeZonesForBreath`
with predefined safe zone z-coordinates to ensure valid pathfinding.
Added `AttackStop` and `InterruptNonMeleeSpells` to guarantee immediate
movement when outside safe zones.
No additional condition checks or branching logic were introduced.

- Describe the **processing cost** when this logic executes across many
bots.

Minimal. The logic only runs within the Onyxia encounter script and
calling `AttackStop` and `InterruptNonMeleeSpells` should be negligible.


## How to Test the Changes
<!--
- Step-by-step instructions to test the change.
- Any required setup (e.g. multiple players, number of bots, specific
configuration).
- Expected behavior and how to verify it.
-->
Enter Onyxia's Lair (10, 25 or 40 (mod-individual-progression)) and
engage Onyxia with the appropriate number of bots.
During phase 2 (Onyxia takes off), check if the bots move to the safe
zones during the breath attack.
Tip: Mark Onyxia as moon (RTI), so that phase 2 doesn't end too quickly.

## Impact Assessment
<!-- As a generic test, before and after measure of pmon (playerbot pmon
tick) can help you here. -->
- Does this change increase per-bot/per-tick processing or risk scaling
poorly with thousands of bots?
    - - [ ] No, not at all
    - - [x] Minimal impact (**explain below**)
    - - [ ] Moderate impact (**explain below**)

The calls of `AttackStop` and `InterruptNonMeleeSpells` cause minimal
overhead compared to the original strategy. This should be negligible.

- Does this change modify default bot behavior?
    - - [ ] No
    - - [x] Yes (**explain why**)

Yes (encounter-specific). Bots will now interrupt casts earlier during
Onyxia phase 2 to prioritize movement to safe zones.

- Does this change add new decision branches or increase maintenance
complexity?
    - - [x] No
    - - [ ] Yes (**explain below**)

## AI Assistance
<!--
AI assistance is allowed, but all submitted code must be fully
understood, reviewed, and owned by the contributor.
We expect contributors to be honest about what they do and do not
understand.
-->
Was AI assistance used while working on this change?
- - [x] No
- - [ ] Yes (**explain below**)
<!--
If yes, please specify:
- Purpose of usage (e.g. brainstorming, refactoring, documentation, code
generation).
- Which parts of the change were influenced or generated, and whether it
was thoroughly reviewed.
-->



<!--
TRANSLATIONS:
Anything new that the bots say in chat must be in a translatable format.
This is done using GetBotTextOrDefault,
which you can search for in the codebase to find examples. Your code
needs to have English as the default fallback,
while the full translations need to be in an SQL update file. The
languages in the file are the nine language
options supported by AzerothCore: English, Korean, French, German,
Chinese, Taiwanese, Spanish, Spanish Mexico, and
Russian. See
data/sql/playerbots/updates/2025_12_27_ai_playerbot_fishing_text.sql as
an example of a translation SQL
update, whose content are called within the codebase at
src/strategy/actions/FishingAction.cpp
-->

## Final Checklist

- - [x] Stability is not compromised.
- - [x] Performance impact is understood, tested, and acceptable.
- - [x] Added logic complexity is justified and explained.
- - [x] Any new bot dialogue lines are translated.
- - [x] Documentation updated if needed (Conf comments, WiKi commands).

## Notes for Reviewers
<!-- Anything else that's helpful to review or test your pull request.
-->

The strategy for Onyxia might need additional work:
For example, the Onyxian Lair Guards are completely ignored while whelps
are alive and their Blast Nova doesn't get handled at all.
This PR focuses on fixing the Deep Breath behavior. Handling of Onyxian
Lair Guards is not included and should be implemented in a separate PR.
2026-05-02 12:19:11 -07:00
Alex Dcnh
4a79a46da5
Add argument "all" to "rep" command and new "emblems" command (#2035)
## Summary
- restrict `reputation all` to a curated list of WotLK/BC/Classic
faction IDs (filtered by team)
- reuse a shared formatter for reputation lines
- add an `emblems` chat command to report emblem counts

### Multibot will need a update

<img width="420" height="131" alt="image"
src="https://github.com/user-attachments/assets/bedf9dd8-e8de-465f-96d0-f9c2f1dacfc1"
/>

<img width="601" height="623" alt="image"
src="https://github.com/user-attachments/assets/1edde264-baed-4cfb-a401-208bea189139"
/>

<img width="670" height="661" alt="image"
src="https://github.com/user-attachments/assets/a70e2174-dd1d-4e14-b6e4-2938c26ccb29"
/>

<img width="650" height="48" alt="image"
src="https://github.com/user-attachments/assets/241e332a-23ce-4d81-be53-4d83e10d246a"
/>

---------

Co-authored-by: Keleborn <22352763+Celandriel@users.noreply.github.com>
Co-authored-by: bash <hermensb@gmail.com>
Co-authored-by: Revision <tkn963@gmail.com>
Co-authored-by: kadeshar <kadeshar@gmail.com>
2026-05-02 12:18:54 -07:00
Keleborn
4bd5a9b89c
Crash Fix. Queue arena packet instead of handle directly. (#2331)
<!--
Thank you for contributing to mod-playerbots, please make sure that
you...
1. Submit your PR to the test-staging branch, not master.
2. Read the guidelines below before submitting.
3. Don't delete parts of this template.

DESIGN PHILOSOPHY: We prioritize STABILITY, PERFORMANCE, AND
PREDICTABILITY over behavioral realism.

Every action and decision executes PER BOT AND PER TRIGGER. Small
increases in logic complexity scale
poorly across thousands of bots and negatively affect all. We prioritize
a stable system over a smarter
one. Bots don't need to behave perfectly; believable behavior is the
goal, not human simulation.
Default behavior must be cheap in processing; expensive behavior must be
opt-in.

Before submitting, make sure your changes aligns with these principles.
-->

## Pull Request Description
<!-- Describe what this change does and why it is needed -->
Have arenas follow the same path as battlegrounds when queueing .
Intended to to resolve discord user crash. 


## Feature Evaluation
<!--
If your PR is very minimal (comment typo, wrong ID reference, etc), and
it is very obvious it will not have
any impact on performance, you may skip these question. If necessary, a
maintainer may ask you for them later.
-->

<!-- Please answer the following: -->
- Describe the **minimum logic** required to achieve the intended
behavior.
- Describe the **processing cost** when this logic executes across many
bots.



## How to Test the Changes
<!--
- Step-by-step instructions to test the change.
- Any required setup (e.g. multiple players, number of bots, specific
configuration).
- Expected behavior and how to verify it.
-->



## Impact Assessment
<!-- As a generic test, before and after measure of pmon (playerbot pmon
tick) can help you here. -->
- Does this change increase per-bot/per-tick processing or risk scaling
poorly with thousands of bots?
    - - [x] No, not at all
    - - [ ] Minimal impact (**explain below**)
    - - [ ] Moderate impact (**explain below**)



- Does this change modify default bot behavior?
    - - [x] No
    - - [ ] Yes (**explain why**)



- Does this change add new decision branches or increase maintenance
complexity?
    - - [x] No
    - - [ ] Yes (**explain below**)



## AI Assistance
<!--
AI assistance is allowed, but all submitted code must be fully
understood, reviewed, and owned by the contributor.
We expect contributors to be honest about what they do and do not
understand.
-->
Was AI assistance used while working on this change?
- - [x] No
- - [ ] Yes (**explain below**)
<!--
If yes, please specify:
- Purpose of usage (e.g. brainstorming, refactoring, documentation, code
generation).
- Which parts of the change were influenced or generated, and whether it
was thoroughly reviewed.
-->



<!--
TRANSLATIONS:
Anything new that the bots say in chat must be in a translatable format.
This is done using GetBotTextOrDefault,
which you can search for in the codebase to find examples. Your code
needs to have English as the default fallback,
while the full translations need to be in an SQL update file. The
languages in the file are the nine language
options supported by AzerothCore: English, Korean, French, German,
Chinese, Taiwanese, Spanish, Spanish Mexico, and
Russian. See
data/sql/playerbots/updates/2025_12_27_ai_playerbot_fishing_text.sql as
an example of a translation SQL
update, whose content are called within the codebase at
src/strategy/actions/FishingAction.cpp
-->

## Final Checklist

- - [x] Stability is not compromised.
- - [x] Performance impact is understood, tested, and acceptable.
- - [x] Added logic complexity is justified and explained.
- - [x] Any new bot dialogue lines are translated.
- - [x] Documentation updated if needed (Conf comments, WiKi commands).

## Notes for Reviewers
<!-- Anything else that's helpful to review or test your pull request.
-->
2026-04-26 19:14:17 +02:00
kadeshar
ed5791eabf
Pull target overlap fix (#2335)
<!--
Thank you for contributing to mod-playerbots, please make sure that
you...
1. Submit your PR to the test-staging branch, not master.
2. Read the guidelines below before submitting.
3. Don't delete parts of this template.

DESIGN PHILOSOPHY: We prioritize STABILITY, PERFORMANCE, AND
PREDICTABILITY over behavioral realism.

Every action and decision executes PER BOT AND PER TRIGGER. Small
increases in logic complexity scale
poorly across thousands of bots and negatively affect all. We prioritize
a stable system over a smarter
one. Bots don't need to behave perfectly; believable behavior is the
goal, not human simulation.
Default behavior must be cheap in processing; expensive behavior must be
opt-in.

Before submitting, make sure your changes aligns with these principles.
-->

## Pull Request Description
<!-- Describe what this change does and why it is needed -->

Fixed "pull target" value which was overlap with new pull strategy.
Related with #2334 

## How to Test the Changes
<!--
- Step-by-step instructions to test the change.
- Any required setup (e.g. multiple players, number of bots, specific
configuration).
- Expected behavior and how to verify it.
-->

1. Invite tank bot to party
2. Use `nc +debug`
3. Use command `do attack my target`
4. In debug shouldnt be `reach pull` or similar

## Impact Assessment
<!-- As a generic test, before and after measure of pmon (playerbot pmon
tick) can help you here. -->
- Does this change increase per-bot/per-tick processing or risk scaling
poorly with thousands of bots?
    - - [x] No, not at all
    - - [ ] Minimal impact (**explain below**)
    - - [ ] Moderate impact (**explain below**)



- Does this change modify default bot behavior?
    - - [x] No
    - - [ ] Yes (**explain why**)



- Does this change add new decision branches or increase maintenance
complexity?
    - - [x] No
    - - [ ] Yes (**explain below**)



## AI Assistance
<!--
AI assistance is allowed, but all submitted code must be fully
understood, reviewed, and owned by the contributor.
We expect contributors to be honest about what they do and do not
understand.
-->
Was AI assistance used while working on this change?
- - [ ] No
- - [x] Yes (**explain below**)
<!--
If yes, please specify:
- Purpose of usage (e.g. brainstorming, refactoring, documentation, code
generation).
- Which parts of the change were influenced or generated, and whether it
was thoroughly reviewed.
-->

To analyze problem with value

<!--
TRANSLATIONS:
Anything new that the bots say in chat must be in a translatable format.
This is done using GetBotTextOrDefault,
which you can search for in the codebase to find examples. Your code
needs to have English as the default fallback,
while the full translations need to be in an SQL update file. The
languages in the file are the nine language
options supported by AzerothCore: English, Korean, French, German,
Chinese, Taiwanese, Spanish, Spanish Mexico, and
Russian. See
data/sql/playerbots/updates/2025_12_27_ai_playerbot_fishing_text.sql as
an example of a translation SQL
update, whose content are called within the codebase at
src/strategy/actions/FishingAction.cpp
-->

## Final Checklist

- - [x] Stability is not compromised.
- - [x] Performance impact is understood, tested, and acceptable.
- - [x] Added logic complexity is justified and explained.
- - [x] Any new bot dialogue lines are translated.
- - [x] Documentation updated if needed (Conf comments, WiKi commands).

## Notes for Reviewers
<!-- Anything else that's helpful to review or test your pull request.
-->
2026-04-25 14:40:53 -07:00
ThePenguinMan96
605f1d7aaa
PvP Gear, Autogear Tuning, and Stat Weight Corrections (#2322)
<!--
Thank you for contributing to mod-playerbots, please make sure that
you...
1. Submit your PR to the test-staging branch, not master.
2. Read the guidelines below before submitting.
3. Don't delete parts of this template.

DESIGN PHILOSOPHY: We prioritize STABILITY, PERFORMANCE, AND
PREDICTABILITY over behavioral realism.

Every action and decision executes PER BOT AND PER TRIGGER. Small
increases in logic complexity scale
poorly across thousands of bots and negatively affect all. We prioritize
a stable system over a smarter
one. Bots don't need to behave perfectly; believable behavior is the
goal, not human simulation.
Default behavior must be cheap in processing; expensive behavior must be
opt-in.

Before submitting, make sure your changes aligns with these principles.
-->

## Pull Request Description
<!-- Describe what this change does and why it is needed -->

Hello playerbots community! I have been working diligently whilst on
vacation to help get pvp gear up and running for pvp specs. Throughout
this process, I have looked at our current autogear system, tested it
through and through, and made some changes to make gearing more
appropriate per spec. _I am going to have my description of the changes
in italics_, **and the AI description overview will be bolded.** Let's
begin!

**This PR makes some improvements to the bot autogear system across item
scoring, spec tracking(pvp specs and gear), and stat weights. Changes
are split between those that are always active and those controlled by
new config options.**

**Mandatory Changes:**

**PvP Spec Detection (IsSpecPvp)
A new method RandomPlayerbotMgr::IsSpecPvp(botGuid, cls) checks the
bot's stored specNo against the spec name string defined in config. If
the name contains "pvp", the bot is treated as a PvP spec throughout the
entire gear pipeline. This is the single source of truth used by both
InitEquipment() and ItemUsageValue. In the future this detection can be
expanded to drive bot behavior decisions — such as prioritizing dueling
players in the world, joining Wintergrasp, or preferring BG and Arena
queues over PvE content.**

_This is scalable, so if someone were to create their own pvp spec in
the config, it would still be tracked if the name contains "pvp". I like
the idea of pvp specced random bots having an identifier for pvp
events._

**PvP Weights Applied During Loot Evaluation
ItemUsageValue::QueryItemUsageForEquip() now calls IsSpecPvp() before
scoring a looted item. If the bot is on a PvP spec, it passes
SetPvpSpec(true) to the StatsWeightCalculator, ensuring looted items are
evaluated with PvP stat priorities (including resilience weighting)
rather than PvE weights. Previously, a PvP-specced bot would score loot
identically to a PvE bot.**

_So, during autogear and upgrade equips, pvp specced bots will now
heavily prioritize resilience. On the flip side, pve bots really don't
want resilience gear, so a negative weight modifier (penalty for
resilience items) has been applied to pve autogearing and upgrade
equips. This is important, because you can switch a bot from a pve spec
to a pvp spec, and it will automatically consider resilience items in
it's inventory as upgrades, and equip them. Same for when you switch a
bot from a pvp spec back to a pve spec - the resilience penalty will
encourage the bot to switch back to the best available pve gear._

**Resilience Weighting
After all per-spec weights are generated in GenerateBasicWeights(), a
global resilience modifier is applied unconditionally:**

**PvP specs: +7.0 resilience weight — strongly prioritizes resilience
gear
Non-PvP specs: −3.0 resilience weight — actively discourages resilience
gear
Resilience is additionally excluded entirely from trinket slot scoring
via SetExcludeResilience(true), preventing the PvP resilience bonus from
inflating the scores of non-CC trinkets.**

_I tried several different numbers here - as high as 10 and as low as 3
for resilience. I ended up with 7 so nearly all specs will slot
resilience in every slot EXCEPT for trinkets. I stopped weighing
resilience on trinkets because they ended up being garbage trinkets for
the most part - other endgame pve trinkets were way more impactful. In
my testing, the only class/specs that wont use 100% resilience gears are
the tanks, since defense rating/parry/block/dodge weights are so high._

**CC-Break Trinket Cache
At server startup, PlayerbotFactory::BuildCcBreakTrinketCache() queries
the world database for all trinkets (InventoryType=12, Quality≥2) whose
spell IDs include spell 42292 — the CC-break / PvP trinket effect shared
by items like Medallion of the Alliance/Horde. Results are sorted by
item level descending and cached in a static vector, ready for fast
lookup during gearing.**

_This creates a cache of cc trinkets on startup, for this:_

**CC-Break Trinket Force-Equip
During InitEquipment(), PvP-specced bots at level 50 or higher (level
minimum for autogear to apply trinkets) run a pre-selection pass over
ccBreakTrinketCache to find the best CC-break trinket they meet the
level requirement and quality limit for. Human and Undead bots are
excluded from this — they have racial abilities (Every Man for Himself,
Will of the Forsaken) that share the PvP trinket cooldown, making a
dedicated trinket redundant.**

**If a suitable trinket is found, it is stored as pvpTrinket1 and
force-equipped into TRINKET1 before the main gear loop runs. If an item
already occupies the slot, it is moved to bags first. The second-chance
pass also skips TRINKET1 when pvpTrinket1 is set, so the CC trinket is
never overwritten.**

_This is the catch-all forced pvp trinket for trinket slot 1. In my
testing, I really found out how few cc trinkets there are - most of them
are epic, and blue ones start showing up super late in the game. An
heirloom patch would really help the lower levels, being able to equip a
pvp trinket at level 10 or something. Keep in mind, that if your bot
isn't getting a pvp trinket with autogear, make sure they aren't human
or undead, and check your config for what quality items are allowed with
autogear. NOTE - PVP TRINKET STRATEGIES ARE NOT CURRENTLY CODED, SAME
WITH CC RACIALS. They will not break out of stun/cc currently. This is
for future updates if/when I make a trinketstrategy._

**Enhancement Shaman Dual Wield Fix
Classes like Rogues, Frost DKs, and Fury Warriors have their dual wield
capability established through class initialization code in the core.
Enhancement Shamans acquire Dual Wield only through a specific talent
(spell 30798, learned around level 40), and the bot factory had no code
to detect and apply this. The result was that Enhancement Shaman bots
would sometimes have their offhand weapon unequipped — despite having
the talent. After talents are applied in both InitTalentsTree() and
InitTalentsBySpecNo(), the code now checks for spell 30798 and
explicitly grants SKILL_DUAL_WIELD and SetCanDualWield(true) when
present.**

_When testing the weapon speed preferences, I noticed that randombot
enhancement shamans were unequipping their offhand randomly. They would
just walk around with a single 1-hand weapon. This is because they were
not considered in the system as dual wielding, so when initequipment or
autoequipupgrades was ran, it would unequip the offhand through a
function, despite having the dual wield talent. Looking at the code, the
other classes already have this flag (warriors, rogues, dks, hunters)
because they didn't acquire it through talents._

**CalculateItem() Slot Awareness
StatsWeightCalculator::CalculateItem() now accepts an optional slot
parameter (default -1). When provided and the item is a weapon,
ApplyWeaponSpeedGovernance() can be called. Both item scoring calls
inside InitEquipment() — the candidate scoring loop and the incremental
old-item comparison — now pass the current equipment slot.**

_This change allows the calculate item function to know what slot it's
working with, and that's how it modifies it's decision making for some
of the optional features below._

**Holy Paladin Weapon Scoring Fix
Prior to this change, Holy Paladin could end up equipping 2H weapons
because haste and crit sticks (2H weapons) were outscoring appropriate
1H caster weapons — the item type penalty was not catching them
correctly. Holy Paladin is now explicitly added to the dual-wield
penalty group (preventing 2H weapons from being viable), excluded from
the generic caster 1H penalty (since they use 1H + shield rather than a
staff), and given a 0.8x soft preference for 1H weapons.**

_In autogear testing, sometimes 2h weps with high crit/haste would win
over caster gear - this is especially noticeable at lower levels, with
shallower item pools (greens only). You'd hit autogear and the holy
paladin would equip a 2h axe with crit :( So this makes it so holy
paladins only use 1h weapons. They can use either a shield or an
offhand, depending on stat weights._

**PvP Spec Slots Added for All Classes
The existing RandomClassSpecProb / RandomClassSpecIndex config entries
control what percentage of random bots in the world are assigned each
spec. Previously only PvE specs (indices 0–2, or 0–3 for Druids) were
defined, giving server operators no way to introduce PvP-specced random
bots into the world population. This PR adds PvP spec slots for every
class (indices 3–6 depending on class), all defaulting to 0 probability.
Server operators can raise these values to spawn PvP-specced random bots
— e.g., setting RandomClassSpecProb.1.3 = 20 would make 20% of Warrior
bots run Arms PvP.
Two additional PvE specs have also been added:
Death Knight index 3: Double-aura Blood (a hybrid Blood/Frost PvE tank
variant)
Mage index 3: Frostfire (a PvE hybrid spec)
All existing spec entries have been annotated with comments identifying
each one (e.g., # arms pve, # holy pve) for readability.**

_This change was actually added at the start - I realized that there was
no way for pvp-specced randombots to spawn naturally, so I added
optional probabilities to the config. They are currently set at 0% by
default, but giving the user the option I feel is necessary. Also, it
would have been impossible for me to test the init on randombots with
pvp gear otherwise. Also, I noticed that the frostfire mage and the
dual-aura dk didn't have an option, so I added them in as well, as well
as names above each option for quality of life._

**Stat Weight Corrections
The following per-spec stat weights were adjusted to better reflect
actual WotLK priorities. Entries marked NEW did not previously exist;
unmarked rows show old → new values.**

<img width="795" height="268" alt="arms warrior"
src="https://github.com/user-attachments/assets/cb0deb00-a985-432d-81a1-133fc953088b"
/>

_Arms warriors would prefer leather/ap gear about half of the time - the
combined weights of both would often beat strength gear, especially at
lower levels, or where the item pool was shallow. Also, they continued
to spawn with spell power gear and defense gear occasionally, especially
on gear with resilience (resilience, spell power, crit, haste, stam
items)._

<img width="796" height="301" alt="fury warrior"
src="https://github.com/user-attachments/assets/715ff3a3-3d20-4e0e-a953-7ed6fd9386db"
/>

_Fury warriors had the same issues as arms warrior, but really can't
afford to lose a strength item - beserker stance increases strength by
20%. Also had to reduce haste here because haste really isn't nearly as
important as strength, crit, arp. Haste items would win often over
strength/crit/arp gear._

<img width="796" height="300" alt="prot tanks"
src="https://github.com/user-attachments/assets/624de09a-2506-4aee-95aa-c49cbc5b85d3"
/>

_So, prot paladins and prot warriors currently are weighed identically
fyi. Look at that whopping 2.0 agility - twice as important as strength?
I noticed that my prot paladins/warriors were equipping
agility/haste/crit items instead of defense gear on their neck, rings,
trinkets, and back. This adjustment pretty much ensures that defense
gear takes those slots if it's available. Removed the crit/haste
weightings, because realistically if a tank wants more damage, it will
just get strength. Lastly added the spell power penalty because prot
paladins would spawn in fully holy gear if they were pvp specced
(resilience is weighted so high, resilience/spellpower/stam/haste gear
would often win). This aims to prevent that._

<img width="802" height="421" alt="dps dks"
src="https://github.com/user-attachments/assets/371d1344-2382-4460-b3a7-f38b33025b73"
/>

_Same issue with plate dps as the warriors had. Spell power gear would
occasionally spawn on crit/hit items in pve, and a ton of spell power
resilience gear would spawn. There is no scenario where a DK wants spell
power, this isn't patch 3.0.1..._

<img width="796" height="447" alt="blood dk"
src="https://github.com/user-attachments/assets/c84a2bbf-7daa-4805-acf3-cd3bf815eda4"
/>

_Similar issues to prot paladin/warrior. I was really tired of seeing
block rating/value gear as a result of getting gear with defense/stam.
This results in a lot more defense rating/expertise/hit/dodge/parry
gear, and basically makes shield stats nearly non-existent (unless the
upgrade is good enough, it could still win)_

<img width="794" height="226" alt="ret paladin"
src="https://github.com/user-attachments/assets/b09f40ed-b25f-4945-940c-2ce92f81c7c4"
/>

_Prior to this PR, the positive spellpower and int weights were enough
for ret paladins to spawn with spellpower/int/haste/crit gear. This is
unlikely now. And agility/ap was reduced to favor more strength gear._

<img width="795" height="306" alt="Enhancement Shaman"
src="https://github.com/user-attachments/assets/1e5231fd-36ea-4b7e-a546-cf0075d17bd4"
/>

_While spell power is a decent stat on enhancment shamans, it was
appearing on too much gear, especially on items that were
haste/crit/spell power. And for elemental shamans, they were getting
agi/haste/crit gear, so this aims to get rid of those items entirely
without reducing haste/crit._

<img width="800" height="119" alt="shaman pally"
src="https://github.com/user-attachments/assets/6ea3300a-effd-4a03-8f6f-4ae13c5383a5"
/>

_Holy paladins and resto shamans are scored the same, but this prevents
attack power/haste/crit gear, since haste and crit are weighted high._

<img width="1025" height="385" alt="mage"
src="https://github.com/user-attachments/assets/03191dfd-dc09-477d-8424-8fd56f3e0d71"
/>

_Prevents mages from equipping/autogearing items with attack power, some
attack power/crit/haste/hit items were winning with shallow item pools._

<img width="1022" height="502" alt="hunter rogue"
src="https://github.com/user-attachments/assets/06fa67c9-7709-4ee8-a0e2-34de18594018"
/>

_Prevents hunters and rogues from getting spell power leather gear with
hit/crit. Crit is very heavy for hunters so this was decently common._

**Optional Changes (Config-Controlled)**

**AiPlayerbot.PreferClassArmorType (default: 0)
Applies a 3x score multiplier to armor matching the bot's
class-appropriate type (plate/mail/leather/cloth). A significantly
better off-type item can still win — this is a soft preference, not a
hard filter.**

_Are you tired of your fury warrior being a leather daddy? Are you tired
of your holy paladin running around in cloth lingerie? This will fix
that. For mail classes (hunters/shamans) and plate classes, this only
kicks in after level 40. But it really helps adhere to the highest armor
class available. This would be the perfect solution to the quarterly
question "Why is my paladin wearing leather?". This definitely should
remain optional, as quite a few BIS lists would disagree with it.
Leather at certain stages is great for hunters/shamans/warriors/dks._

**AiPlayerbot.AutogearAllowsQuestRewards (default: 0)
Builds a cache of equippable armor and weapon quest rewards at startup.
Bots can then equip these items during autogear, using the quest's
minimum level as the effective required level gate.**

_So, I noticed that autogear didn't allow items without a level
requirement (quest rewards), because it didn't know how to handle that
when giving out gear. It would previously just flat out reject all quest
rewards, as they wouldn't be a part of the item pool. This option
enables quest rewards to be considered in the item pool, and the level
correlates to the lowest level you could get the quest. I have tested
this for about 3 hours across all specs and using blue/green gear, it
seems like a really nice bonus. Keep in mind that I do 0 quests on my
way to 80, so players like me could still benefit from those items. I
think this should remain optional._

**AiPlayerbot.EquipAllSlotsAtAnyLevel (default: 0)
Bypasses the low-level slot restrictions in InitEquipment():
Trinkets normally locked until level 50
Head/Neck until level 30
Rings until level 20
All other non-weapon slots until level 5**

_Autogear currently has level floors for slots - they will not ever give
items below the above thresholds. This config option bypasses that. I
have not tested this as much as I should have, so as people test this,
they could let us know of items that should be blacklisted._

**AiPlayerbot.WeaponSpeedGovernance (default: 0)
When enabled, ApplyWeaponSpeedGovernance() applies a 3x score multiplier
to weapons matching the spec's ideal attack speed profile. Applies to
mainhand, offhand, and ranged slots only. Per-spec preferences:
Arms Warrior: Slow 2H (>=3400ms) in mainhand; poleaxes and axes
preferred (Axe Specialization)
Ret Paladin / Blood & Unholy DK:  Slow 2H (>=3400ms) in mainhand
Prot Warrior & Paladin: Slow 1H (>=2600ms) in mainhand
Fury Warrior dual wield:  Slow 1H (>=2600ms) in both hands
Fury Warrior titan's grip: Slow 2H (>=3400ms) in both hands
Frost DK: Slow 1H (>=2600ms) in both hands; 2H excluded
Enhancement Shaman (dual wield): Slow 1H (>=2600ms) in both hands;
synchronized MH/OH speeds for flurry procs
Enhancement Shaman (pre-dual wield): Slow 2H (>=3400ms) in mainhand
Combat Rogue: Slow MH (>=2600ms) + Fast OH (<=1500ms)
Assassination / Subtlety Rogue: Slow dagger MH (>=1700ms) + Fast dagger
OH (<=1500ms)
Hunter: Slow ranged (>=2600ms); melee is a stat stick, speed ignored
Feral Druid: No preference (forms normalize attack speed)**

_Besides pvp gearing for pvp specs, I feel like this is one of the
nicest additions. It was really frustrating to see an enhancement shaman
put windfury on a 1.5 dagger. Without this, weights for melee dps are
calculated on dps alone, not weapon speed. You'll see 2h specs use fast
2h weapons (3.0), rogues use 2 fast weapons or slow weapons, frost dks
occasionally using 2h weapons while having dual wield talents. I tested
this for about 6 hours across all mentioned specs at levels 20, 30, 40,
50, 60, 65, 70, 75, and 80, with 3 quality types (greens, blues,
purples). I would actually consider making this mandatory, simply
because of the impact I saw in the dps charts. Super happy and proud of
this._

<img width="1021" height="470" alt="files changes"
src="https://github.com/user-attachments/assets/f55d955c-8760-4adf-b4d9-84797da2dc65"
/>


## Feature Evaluation
<!--
If your PR is very minimal (comment typo, wrong ID reference, etc), and
it is very obvious it will not have
any impact on performance, you may skip these question. If necessary, a
maintainer may ask you for them later.
-->

<!-- Please answer the following: -->
- Describe the **minimum logic** required to achieve the intended
behavior.

_Two caches are built upon startup - the pvp trinket cache and the quest
reward cache. From there, this directly modifies the stat weight
calculations involving initequipement (autogear) and autoequipupgrades,
as both go off of stat weight calculations. I tried to implement these
changes with as little custom functions and coding as possible, and
relied as much as I could on the pre-existing framework._

- Describe the **processing cost** when this logic executes across many
bots.

_Fortunately most of the gates are boolean so it shouldn't impact
performance much at all. I ran these changes on my local server with
stock 500 bots, noticed no pmon difference from the main branch. Did a
24h stress test on my server yesterday, stats looked consistent with the
stress test I did prior to making any changes on 3-31-26._

_It helps that it uses pre-existing functions such as initequipment and
autoequipupgrades, and it really just modifies them with slightly more
logic. That being said, autogear didn't lag my server at all, nor did
the bots equipping upgrades._

## How to Test the Changes
<!--
- Step-by-step instructions to test the change.
- Any required setup (e.g. multiple players, number of bots, specific
configuration).
- Expected behavior and how to verify it.
-->

_So, with the basic stock playerbots config (do not forget to copy the
new config!), the only thing that should change is the pvp gear
appearing on pvp specs, and the classes preferring more appropriate
stats across the board. You can load into the game, level a bot to 20,
autogear, and notice the difference. Same at level 40, 60, 75, or
whatever. You could add in the optional config settings to further
streamline the gear you want. I currently run with all 4 enabled, 2 of
which increase the item pool, and 2 of which help guide them to more
appropriate gear (armor/weps)._

## Impact Assessment
<!-- As a generic test, before and after measure of pmon (playerbot pmon
tick) can help you here. -->
- Does this change increase per-bot/per-tick processing or risk scaling
poorly with thousands of bots?
    - - [x] No, not at all
    - - [ ] Minimal impact (**explain below**)
    - - [ ] Moderate impact (**explain below**)

_The code is only used on startup (cache generation) and when
autogear/autoequipupgrades is called. Not all the time, and not per
tick. I noticed no performance impact after these changes._

- Does this change modify default bot behavior?
    - - [ ] No
    - - [x] Yes (**explain why**)

_It modifies the decision making as far as equipment goes, but as far as
priority/strategies, this does not affect that._

- Does this change add new decision branches or increase maintenance
complexity?
    - - [x] No
    - - [ ] Yes (**explain below**)

_Not to my knowledge, but I'll rely on testers and the community to let
me know if it does._

## AI Assistance
<!--
AI assistance is allowed, but all submitted code must be fully
understood, reviewed, and owned by the contributor.
We expect contributors to be honest about what they do and do not
understand.
-->
Was AI assistance used while working on this change?
- - [ ] No
- - [x] Yes (**explain below**)
<!--
If yes, please specify:
- Purpose of usage (e.g. brainstorming, refactoring, documentation, code
generation).
- Which parts of the change were influenced or generated, and whether it
was thoroughly reviewed.
-->

_AI was used in the research of the initequipment system, stat weights,
and cache building. As far as generating the code, using AI was 2 steps
forward, 1 step back. I used Claude Code with Sonnet 4.6 (high) and had
gemini/copilot review the work. **AI did generate a large portion of the
code being used.** I have personally reviewed every line, and a lot was
removed out of being obsolete/new system that copied an old one/too many
comments. I don't think anything else can be trimmed, though. I also
used AI in the PR description, and made my own comments in italics below
each entry. I hate explaining/writing._

<!--
TRANSLATIONS:
Anything new that the bots say in chat must be in a translatable format.
This is done using GetBotTextOrDefault,
which you can search for in the codebase to find examples. Your code
needs to have English as the default fallback,
while the full translations need to be in an SQL update file. The
languages in the file are the nine language
options supported by AzerothCore: English, Korean, French, German,
Chinese, Taiwanese, Spanish, Spanish Mexico, and
Russian. See
data/sql/playerbots/updates/2025_12_27_ai_playerbot_fishing_text.sql as
an example of a translation SQL
update, whose content are called within the codebase at
src/strategy/actions/FishingAction.cpp
-->

## Final Checklist

- - [x] Stability is not compromised.
- - [x] Performance impact is understood, tested, and acceptable.
- - [x] Added logic complexity is justified and explained.
- - [x] Any new bot dialogue lines are translated.
- - [x] Documentation updated if needed (Conf comments, WiKi commands).

## Notes for Reviewers
<!-- Anything else that's helpful to review or test your pull request.
-->

_I would like atleast 5-10 people to review this over the next 1-6
months. The big problem I used to have with my PRs was I was acting like
they were a sprint, when it's really a marathon - good changes take
time, and I was too quick to bust out new content. The old PRs I made
introduced just as many new bugs as they did features. I learned my
lesson, and have tested this extensively (code was pretty much complete
on 4-10-26, been testing alone for the last 11 days) and it's ready for
the test realm for others to try out. I think it's going to be a good
step forward when it comes to gear decision making for bots as a whole.
PvPers have come and gone too much from this project due to the lack of
options, and this helps captivate that audience. Please reach out to me
on discord at Zhur#4391, I am happy to hear results/suggestions there as
well as here._

---------

Co-authored-by: Keleborn <22352763+Celandriel@users.noreply.github.com>
2026-04-24 23:22:52 +02:00
Keleborn
ad8e8444d1
clean up for DropQuestAction (#2326)
<!--
Thank you for contributing to mod-playerbots, please make sure that
you...
1. Submit your PR to the test-staging branch, not master.
2. Read the guidelines below before submitting.
3. Don't delete parts of this template.

DESIGN PHILOSOPHY: We prioritize STABILITY, PERFORMANCE, AND
PREDICTABILITY over behavioral realism.

Every action and decision executes PER BOT AND PER TRIGGER. Small
increases in logic complexity scale
poorly across thousands of bots and negatively affect all. We prioritize
a stable system over a smarter
one. Bots don't need to behave perfectly; believable behavior is the
goal, not human simulation.
Default behavior must be cheap in processing; expensive behavior must be
opt-in.

Before submitting, make sure your changes aligns with these principles.
-->

## Pull Request Description
<!-- Describe what this change does and why it is needed -->
I was getting annoyed by the constant "No event owner detected" message
after I enabled bot debugging messaging.
And then I figured that there is no reason that maintenance should
trigger this action every 5 seconds. So I swapped it to seldom, so it
runs every 5 mins. More Performance!


## Feature Evaluation
<!--
If your PR is very minimal (comment typo, wrong ID reference, etc), and
it is very obvious it will not have
any impact on performance, you may skip these question. If necessary, a
maintainer may ask you for them later.
-->

<!-- Please answer the following: -->
- Describe the **minimum logic** required to achieve the intended
behavior.
- Describe the **processing cost** when this logic executes across many
bots.



## How to Test the Changes
<!--
- Step-by-step instructions to test the change.
- Any required setup (e.g. multiple players, number of bots, specific
configuration).
- Expected behavior and how to verify it.
-->



## Impact Assessment
<!-- As a generic test, before and after measure of pmon (playerbot pmon
tick) can help you here. -->
- Does this change increase per-bot/per-tick processing or risk scaling
poorly with thousands of bots?
    - - [x] No, not at all
    - - [ ] Minimal impact (**explain below**)
    - - [ ] Moderate impact (**explain below**)



- Does this change modify default bot behavior?
    - - [x] No
    - - [ ] Yes (**explain why**)



- Does this change add new decision branches or increase maintenance
complexity?
    - - [x] No
    - - [ ] Yes (**explain below**)



## AI Assistance
<!--
AI assistance is allowed, but all submitted code must be fully
understood, reviewed, and owned by the contributor.
We expect contributors to be honest about what they do and do not
understand.
-->
Was AI assistance used while working on this change?
- - [x] No
- - [ ] Yes (**explain below**)
<!--
If yes, please specify:
- Purpose of usage (e.g. brainstorming, refactoring, documentation, code
generation).
- Which parts of the change were influenced or generated, and whether it
was thoroughly reviewed.
-->



<!--
TRANSLATIONS:
Anything new that the bots say in chat must be in a translatable format.
This is done using GetBotTextOrDefault,
which you can search for in the codebase to find examples. Your code
needs to have English as the default fallback,
while the full translations need to be in an SQL update file. The
languages in the file are the nine language
options supported by AzerothCore: English, Korean, French, German,
Chinese, Taiwanese, Spanish, Spanish Mexico, and
Russian. See
data/sql/playerbots/updates/2025_12_27_ai_playerbot_fishing_text.sql as
an example of a translation SQL
update, whose content are called within the codebase at
src/strategy/actions/FishingAction.cpp
-->

## Final Checklist

- - [x] Stability is not compromised.
- - [x] Performance impact is understood, tested, and acceptable.
- - [x] Added logic complexity is justified and explained.
- - [x] Any new bot dialogue lines are translated.
- - [x] Documentation updated if needed (Conf comments, WiKi commands).

## Notes for Reviewers
<!-- Anything else that's helpful to review or test your pull request.
-->
2026-04-24 23:22:13 +02:00
Keleborn
eb268c7507
Init guilds on login. (#2325)
<!--
Thank you for contributing to mod-playerbots, please make sure that
you...
1. Submit your PR to the test-staging branch, not master.
2. Read the guidelines below before submitting.
3. Don't delete parts of this template.

DESIGN PHILOSOPHY: We prioritize STABILITY, PERFORMANCE, AND
PREDICTABILITY over behavioral realism.

Every action and decision executes PER BOT AND PER TRIGGER. Small
increases in logic complexity scale
poorly across thousands of bots and negatively affect all. We prioritize
a stable system over a smarter
one. Bots don't need to behave perfectly; believable behavior is the
goal, not human simulation.
Default behavior must be cheap in processing; expensive behavior must be
opt-in.

Before submitting, make sure your changes aligns with these principles.
-->

## Pull Request Description
<!-- Describe what this change does and why it is needed -->
Guild solution to #2148


## Feature Evaluation
<!--
If your PR is very minimal (comment typo, wrong ID reference, etc), and
it is very obvious it will not have
any impact on performance, you may skip these question. If necessary, a
maintainer may ask you for them later.
-->

<!-- Please answer the following: -->
- Describe the **minimum logic** required to achieve the intended
behavior.
- Describe the **processing cost** when this logic executes across many
bots.



## How to Test the Changes
<!--
- Step-by-step instructions to test the change.
- Any required setup (e.g. multiple players, number of bots, specific
configuration).
- Expected behavior and how to verify it.
-->



## Impact Assessment
<!-- As a generic test, before and after measure of pmon (playerbot pmon
tick) can help you here. -->
- Does this change increase per-bot/per-tick processing or risk scaling
poorly with thousands of bots?
    - - [ ] No, not at all
    - - [x] Minimal impact (**explain below**)
    - - [ ] Moderate impact (**explain below**)

Minimal cost on bot login. 

- Does this change modify default bot behavior?
    - - [x] No
    - - [ ] Yes (**explain why**)



- Does this change add new decision branches or increase maintenance
complexity?
    - - [x] No
    - - [ ] Yes (**explain below**)



## AI Assistance
<!--
AI assistance is allowed, but all submitted code must be fully
understood, reviewed, and owned by the contributor.
We expect contributors to be honest about what they do and do not
understand.
-->
Was AI assistance used while working on this change?
- - [x] No
- - [ ] Yes (**explain below**)
<!--
If yes, please specify:
- Purpose of usage (e.g. brainstorming, refactoring, documentation, code
generation).
- Which parts of the change were influenced or generated, and whether it
was thoroughly reviewed.
-->



<!--
TRANSLATIONS:
Anything new that the bots say in chat must be in a translatable format.
This is done using GetBotTextOrDefault,
which you can search for in the codebase to find examples. Your code
needs to have English as the default fallback,
while the full translations need to be in an SQL update file. The
languages in the file are the nine language
options supported by AzerothCore: English, Korean, French, German,
Chinese, Taiwanese, Spanish, Spanish Mexico, and
Russian. See
data/sql/playerbots/updates/2025_12_27_ai_playerbot_fishing_text.sql as
an example of a translation SQL
update, whose content are called within the codebase at
src/strategy/actions/FishingAction.cpp
-->

## Final Checklist

- - [x] Stability is not compromised.
- - [x] Performance impact is understood, tested, and acceptable.
- - [x] Added logic complexity is justified and explained.
- - [x] Any new bot dialogue lines are translated.
- - [x] Documentation updated if needed (Conf comments, WiKi commands).

## Notes for Reviewers
<!-- Anything else that's helpful to review or test your pull request.
-->
2026-04-24 23:05:35 +02:00
kadeshar
ed0a21eefa
GetGrave fix (#2320)
<!--
Thank you for contributing to mod-playerbots, please make sure that
you...
1. Submit your PR to the test-staging branch, not master.
2. Read the guidelines below before submitting.
3. Don't delete parts of this template.

DESIGN PHILOSOPHY: We prioritize STABILITY, PERFORMANCE, AND
PREDICTABILITY over behavioral realism.

Every action and decision executes PER BOT AND PER TRIGGER. Small
increases in logic complexity scale
poorly across thousands of bots and negatively affect all. We prioritize
a stable system over a smarter
one. Bots don't need to behave perfectly; believable behavior is the
goal, not human simulation.
Default behavior must be cheap in processing; expensive behavior must be
opt-in.

Before submitting, make sure your changes aligns with these principles.
-->

## Pull Request Description
<!-- Describe what this change does and why it is needed -->

Added missing races in GetGrave method
Related with: #2220 

## How to Test the Changes
<!--
- Step-by-step instructions to test the change.
- Any required setup (e.g. multiple players, number of bots, specific
configuration).
- Expected behavior and how to verify it.
-->

1. Group with bot in starting zone for dranei or blood elf
2. Kill bot.
3. Use command `release` and `revive`
4. Watch which graveyard will be used

## Impact Assessment
<!-- As a generic test, before and after measure of pmon (playerbot pmon
tick) can help you here. -->
- Does this change increase per-bot/per-tick processing or risk scaling
poorly with thousands of bots?
    - - [x] No, not at all
    - - [ ] Minimal impact (**explain below**)
    - - [ ] Moderate impact (**explain below**)



- Does this change modify default bot behavior?
    - - [x] No
    - - [ ] Yes (**explain why**)



- Does this change add new decision branches or increase maintenance
complexity?
    - - [x] No
    - - [ ] Yes (**explain below**)



## AI Assistance
<!--
AI assistance is allowed, but all submitted code must be fully
understood, reviewed, and owned by the contributor.
We expect contributors to be honest about what they do and do not
understand.
-->
Was AI assistance used while working on this change?
- - [x] No
- - [ ] Yes (**explain below**)
<!--
If yes, please specify:
- Purpose of usage (e.g. brainstorming, refactoring, documentation, code
generation).
- Which parts of the change were influenced or generated, and whether it
was thoroughly reviewed.
-->



<!--
TRANSLATIONS:
Anything new that the bots say in chat must be in a translatable format.
This is done using GetBotTextOrDefault,
which you can search for in the codebase to find examples. Your code
needs to have English as the default fallback,
while the full translations need to be in an SQL update file. The
languages in the file are the nine language
options supported by AzerothCore: English, Korean, French, German,
Chinese, Taiwanese, Spanish, Spanish Mexico, and
Russian. See
data/sql/playerbots/updates/2025_12_27_ai_playerbot_fishing_text.sql as
an example of a translation SQL
update, whose content are called within the codebase at
src/strategy/actions/FishingAction.cpp
-->

## Final Checklist

- - [x] Stability is not compromised.
- - [x] Performance impact is understood, tested, and acceptable.
- - [x] Added logic complexity is justified and explained.
- - [x] Any new bot dialogue lines are translated.
- - [x] Documentation updated if needed (Conf comments, WiKi commands).

## Notes for Reviewers
<!-- Anything else that's helpful to review or test your pull request.
-->

Stability test:
<img width="1014" height="191" alt="obraz"
src="https://github.com/user-attachments/assets/036a836f-c611-4cc3-832f-7813b91754e8"
/>
2026-04-24 23:04:59 +02:00
NoxMax
b6408ca602
Fix: Prevent infantry auto attack when IsInVehicle (#2319)
<!--
Thank you for contributing to mod-playerbots, please make sure that
you...
1. Submit your PR to the test-staging branch, not master.
2. Read the guidelines below before submitting.
3. Don't delete parts of this template.

DESIGN PHILOSOPHY: We prioritize STABILITY, PERFORMANCE, AND
PREDICTABILITY over behavioral realism.

Every action and decision executes PER BOT AND PER TRIGGER. Small
increases in logic complexity scale
poorly across thousands of bots and negatively affect all. We prioritize
a stable system over a smarter
one. Bots don't need to behave perfectly; believable behavior is the
goal, not human simulation.
Default behavior must be cheap in processing; expensive behavior must be
opt-in.

Before submitting, make sure your changes aligns with these principles.
-->

## Pull Request Description
<!-- Describe what this change does and why it is needed -->
While testing vehicle combat in Wintergrasp, I was near two opposing
vehicles. They were right on top of each other, and I was hearing the
sounds of infantry melee attack. It looks like their auto-attack was on.

I had thought the check in
[GenericActions](0c205b8cef/src/Ai/Base/Actions/GenericActions.cpp (L46))
would prevent that, but I guess we need the extra defence.

Note that IsInVehicle first three parameters are
canControl/canCast/canAttack


## Feature Evaluation
<!--
If your PR is very minimal (comment typo, wrong ID reference, etc), and
it is very obvious it will not have
any impact on performance, you may skip these question. If necessary, a
maintainer may ask you for them later.
-->

<!-- Please answer the following: -->
- Describe the **minimum logic** required to achieve the intended
behavior.
- Describe the **processing cost** when this logic executes across many
bots.



## How to Test the Changes
<!--
- Step-by-step instructions to test the change.
- Any required setup (e.g. multiple players, number of bots, specific
configuration).
- Expected behavior and how to verify it.
-->
There isn't vehicle combat scenarios (particularly vehicle on vehicle)
in Playerbots right now that allow for obvious testing. I only learned
about this through testing my unpublished Wintergrasp implementation.
Regardless, the change is simple and the effect on code should be clear.


## Impact Assessment
<!-- As a generic test, before and after measure of pmon (playerbot pmon
tick) can help you here. -->
- Does this change increase per-bot/per-tick processing or risk scaling
poorly with thousands of bots?
    - - [x] No, not at all
    - - [ ] Minimal impact (**explain below**)
    - - [ ] Moderate impact (**explain below**)



- Does this change modify default bot behavior?
    - - [ ] No
    - - [x] Yes (**explain why**)
No more infantry combat of any kind for drivers.


- Does this change add new decision branches or increase maintenance
complexity?
    - - [x] No
    - - [ ] Yes (**explain below**)



## AI Assistance
<!--
AI assistance is allowed, but all submitted code must be fully
understood, reviewed, and owned by the contributor.
We expect contributors to be honest about what they do and do not
understand.
-->
Was AI assistance used while working on this change?
- - [x] No
- - [ ] Yes (**explain below**)
<!--
If yes, please specify:
- Purpose of usage (e.g. brainstorming, refactoring, documentation, code
generation).
- Which parts of the change were influenced or generated, and whether it
was thoroughly reviewed.
-->



<!--
TRANSLATIONS:
Anything new that the bots say in chat must be in a translatable format.
This is done using GetBotTextOrDefault,
which you can search for in the codebase to find examples. Your code
needs to have English as the default fallback,
while the full translations need to be in an SQL update file. The
languages in the file are the nine language
options supported by AzerothCore: English, Korean, French, German,
Chinese, Taiwanese, Spanish, Spanish Mexico, and
Russian. See
data/sql/playerbots/updates/2025_12_27_ai_playerbot_fishing_text.sql as
an example of a translation SQL
update, whose content are called within the codebase at
src/strategy/actions/FishingAction.cpp
-->

## Final Checklist

- - [x] Stability is not compromised.
- - [x] Performance impact is understood, tested, and acceptable.
- - [x] Added logic complexity is justified and explained.
- - [x] Any new bot dialogue lines are translated.
- - [x] Documentation updated if needed (Conf comments, WiKi commands).

## Notes for Reviewers
<!-- Anything else that's helpful to review or test your pull request.
-->
2026-04-24 23:04:40 +02:00
Crow
1967b63bc1
Cleanups for Shaman weapon enchant refactor (#2315)
<!--
Thank you for contributing to mod-playerbots, please make sure that
you...
1. Submit your PR to the test-staging branch, not master.
2. Read the guidelines below before submitting.
3. Don't delete parts of this template.

DESIGN PHILOSOPHY: We prioritize STABILITY, PERFORMANCE, AND
PREDICTABILITY over behavioral realism.

Every action and decision executes PER BOT AND PER TRIGGER. Small
increases in logic complexity scale
poorly across thousands of bots and negatively affect all. We prioritize
a stable system over a smarter
one. Bots don't need to behave perfectly; believable behavior is the
goal, not human simulation.
Default behavior must be cheap in processing; expensive behavior must be
opt-in.

Before submitting, make sure your changes aligns with these principles.
-->

## Pull Request Description
<!-- Describe what this change does and why it is needed -->
I forgot to include some clean-ups relating to the recent commit to
refactor Shaman weapon enchants. This is just deleting some now unneeded
code and cleaning up a bit of other code.


## Feature Evaluation
<!--
If your PR is very minimal (comment typo, wrong ID reference, etc), and
it is very obvious it will not have
any impact on performance, you may skip these question. If necessary, a
maintainer may ask you for them later.
-->

<!-- Please answer the following: -->
- Describe the **minimum logic** required to achieve the intended
behavior.
- Describe the **processing cost** when this logic executes across many
bots.



## How to Test the Changes
<!--
- Step-by-step instructions to test the change.
- Any required setup (e.g. multiple players, number of bots, specific
configuration).
- Expected behavior and how to verify it.
-->



## Impact Assessment
<!-- As a generic test, before and after measure of pmon (playerbot pmon
tick) can help you here. -->
- Does this change increase per-bot/per-tick processing or risk scaling
poorly with thousands of bots?
    - - [x] No, not at all
    - - [ ] Minimal impact (**explain below**)
    - - [ ] Moderate impact (**explain below**)



- Does this change modify default bot behavior?
    - - [x] No
    - - [ ] Yes (**explain why**)



- Does this change add new decision branches or increase maintenance
complexity?
    - - [x] No
    - - [ ] Yes (**explain below**)



## AI Assistance
<!--
AI assistance is allowed, but all submitted code must be fully
understood, reviewed, and owned by the contributor.
We expect contributors to be honest about what they do and do not
understand.
-->
Was AI assistance used while working on this change?
- - [x] No
- - [ ] Yes (**explain below**)
<!--
If yes, please specify:
- Purpose of usage (e.g. brainstorming, refactoring, documentation, code
generation).
- Which parts of the change were influenced or generated, and whether it
was thoroughly reviewed.
-->



<!--
TRANSLATIONS:
Anything new that the bots say in chat must be in a translatable format.
This is done using GetBotTextOrDefault,
which you can search for in the codebase to find examples. Your code
needs to have English as the default fallback,
while the full translations need to be in an SQL update file. The
languages in the file are the nine language
options supported by AzerothCore: English, Korean, French, German,
Chinese, Taiwanese, Spanish, Spanish Mexico, and
Russian. See
data/sql/playerbots/updates/2025_12_27_ai_playerbot_fishing_text.sql as
an example of a translation SQL
update, whose content are called within the codebase at
src/strategy/actions/FishingAction.cpp
-->

## Final Checklist

- - [x] Stability is not compromised.
- - [x] Performance impact is understood, tested, and acceptable.
- - [x] Added logic complexity is justified and explained.
- - [x] Any new bot dialogue lines are translated.
- - [x] Documentation updated if needed (Conf comments, WiKi commands).

## Notes for Reviewers
<!-- Anything else that's helpful to review or test your pull request.
-->

---------

Co-authored-by: Keleborn <22352763+Celandriel@users.noreply.github.com>
Co-authored-by: bash <hermensb@gmail.com>
Co-authored-by: Revision <tkn963@gmail.com>
Co-authored-by: kadeshar <kadeshar@gmail.com>
2026-04-24 23:04:21 +02:00
kadeshar
04f8b0dd13
Stat weights fix (#2313)
<!--
Thank you for contributing to mod-playerbots, please make sure that
you...
1. Submit your PR to the test-staging branch, not master.
2. Read the guidelines below before submitting.
3. Don't delete parts of this template.

DESIGN PHILOSOPHY: We prioritize STABILITY, PERFORMANCE, AND
PREDICTABILITY over behavioral realism.

Every action and decision executes PER BOT AND PER TRIGGER. Small
increases in logic complexity scale
poorly across thousands of bots and negatively affect all. We prioritize
a stable system over a smarter
one. Bots don't need to behave perfectly; believable behavior is the
goal, not human simulation.
Default behavior must be cheap in processing; expensive behavior must be
opt-in.

Before submitting, make sure your changes aligns with these principles.
-->

## Pull Request Description
<!-- Describe what this change does and why it is needed -->

Added support for Warlock stat weights when he dont have Fel Armor.
Fixed Mage weights when he dont have Molten Armor

## How to Test the Changes
<!--
- Step-by-step instructions to test the change.
- Any required setup (e.g. multiple players, number of bots, specific
configuration).
- Expected behavior and how to verify it.
-->

1. Invite mage which dont have Molten Armor (level < 62) or warlock
which dont have Fel Armor (level < 62)
2. Give him 2 items for same slot one with spirit one with intellect and
unequip item on this slot and destroy
3. Bot should equip this with intellect (if other stats are same)

## Impact Assessment
<!-- As a generic test, before and after measure of pmon (playerbot pmon
tick) can help you here. -->
- Does this change increase per-bot/per-tick processing or risk scaling
poorly with thousands of bots?
    - - [x] No, not at all
    - - [ ] Minimal impact (**explain below**)
    - - [ ] Moderate impact (**explain below**)



- Does this change modify default bot behavior?
    - - [x] No
    - - [ ] Yes (**explain why**)

Mage and Warlock before getting Molten Armor/Fel Armor dont prioritize
Spirit before Intellect

- Does this change add new decision branches or increase maintenance
complexity?
    - - [x] No
    - - [ ] Yes (**explain below**)



## AI Assistance
<!--
AI assistance is allowed, but all submitted code must be fully
understood, reviewed, and owned by the contributor.
We expect contributors to be honest about what they do and do not
understand.
-->
Was AI assistance used while working on this change?
- - [x] No
- - [ ] Yes (**explain below**)
<!--
If yes, please specify:
- Purpose of usage (e.g. brainstorming, refactoring, documentation, code
generation).
- Which parts of the change were influenced or generated, and whether it
was thoroughly reviewed.
-->



<!--
TRANSLATIONS:
Anything new that the bots say in chat must be in a translatable format.
This is done using GetBotTextOrDefault,
which you can search for in the codebase to find examples. Your code
needs to have English as the default fallback,
while the full translations need to be in an SQL update file. The
languages in the file are the nine language
options supported by AzerothCore: English, Korean, French, German,
Chinese, Taiwanese, Spanish, Spanish Mexico, and
Russian. See
data/sql/playerbots/updates/2025_12_27_ai_playerbot_fishing_text.sql as
an example of a translation SQL
update, whose content are called within the codebase at
src/strategy/actions/FishingAction.cpp
-->

## Final Checklist

- - [x] Stability is not compromised.
- - [x] Performance impact is understood, tested, and acceptable.
- - [x] Added logic complexity is justified and explained.
- - [x] Any new bot dialogue lines are translated.
- - [x] Documentation updated if needed (Conf comments, WiKi commands).

## Notes for Reviewers
<!-- Anything else that's helpful to review or test your pull request.
-->
2026-04-24 23:03:57 +02:00
Keleborn
866a73dfbf
Clean up unused variables (#2268)
<!--
Thank you for contributing to mod-playerbots, please make sure that
you...
1. Submit your PR to the test-staging branch, not master.
2. Read the guidelines below before submitting.
3. Don't delete parts of this template.

DESIGN PHILOSOPHY: We prioritize STABILITY, PERFORMANCE, AND
PREDICTABILITY over behavioral realism.

Every action and decision executes PER BOT AND PER TRIGGER. Small
increases in logic complexity scale
poorly across thousands of bots and negatively affect all. We prioritize
a stable system over a smarter
one. Bots don't need to behave perfectly; believable behavior is the
goal, not human simulation.
Default behavior must be cheap in processing; expensive behavior must be
opt-in.

Before submitting, make sure your changes aligns with these principles.
-->

## Pull Request Description
<!-- Describe what this change does and why it is needed -->
Clean up a bunch of additional unused variable warnings. 


## Feature Evaluation
<!--
If your PR is very minimal (comment typo, wrong ID reference, etc), and
it is very obvious it will not have
any impact on performance, you may skip these question. If necessary, a
maintainer may ask you for them later.
-->

<!-- Please answer the following: -->
- Describe the **minimum logic** required to achieve the intended
behavior.
- Describe the **processing cost** when this logic executes across many
bots.



## How to Test the Changes
<!--
- Step-by-step instructions to test the change.
- Any required setup (e.g. multiple players, number of bots, specific
configuration).
- Expected behavior and how to verify it.
-->



## Impact Assessment
<!-- As a generic test, before and after measure of pmon (playerbot pmon
tick) can help you here. -->
- Does this change increase per-bot/per-tick processing or risk scaling
poorly with thousands of bots?
    - - [x] No, not at all
    - - [ ] Minimal impact (**explain below**)
    - - [ ] Moderate impact (**explain below**)



- Does this change modify default bot behavior?
    - - [x] No
    - - [ ] Yes (**explain why**)



- Does this change add new decision branches or increase maintenance
complexity?
    - - [x] No
    - - [ ] Yes (**explain below**)



## Messages to Translate
<!--
Bot messages have to be translatable, but you don't need to do the
translations here. You only need to make sure
the message is in a translatable format, and list in the table the
message_key and the default English message.
Search for GetBotTextOrDefault in the codebase for examples.
-->
- Does this change add bot messages to translate?
    - - [x] No
    - - [ ] Yes (**list messages in the table**)

| Message key  | Default message |
| --------------- | ------------------ |
|			 |			      |
|			 |			      |

## AI Assistance
<!--
AI assistance is allowed, but all submitted code must be fully
understood, reviewed, and owned by the contributor.
We expect contributors to be honest about what they do and do not
understand.
-->
- Was AI assistance used while working on this change?
    - - [ ] No
    - - [x] Yes (**explain below**)
<!--
If yes, please specify:
- Purpose of usage (e.g. brainstorming, refactoring, documentation, code
generation).
- Which parts of the change were influenced or generated, and whether it
was thoroughly reviewed.
-->
Claude reviewed the warnings log from a build and suggested a series of
changes. I focused just on these warnings for now. Every line was
reviewed. Some sections need to be reviewed by author for intent.



## Final Checklist

- - [x] Stability is not compromised.
- - [x] Performance impact is understood, tested, and acceptable.
- - [x] Added logic complexity is justified and explained.
- - [x] Documentation updated if needed (Conf comments, WiKi commands).

## Notes for Reviewers
<!-- Anything else that's helpful to review or test your pull request.
-->
2026-04-24 23:03:36 +02:00
Keleborn
a4b37c9fbc
Revert "Feat: Reintroduce timed logouts" (#2329)
Reverts mod-playerbots/mod-playerbots#2289
2026-04-24 12:27:06 -07:00
kadeshar
52273b4971
Pull multiplier fix (#2317)
<!--
Thank you for contributing to mod-playerbots, please make sure that
you...
1. Submit your PR to the test-staging branch, not master.
2. Read the guidelines below before submitting.
3. Don't delete parts of this template.

DESIGN PHILOSOPHY: We prioritize STABILITY, PERFORMANCE, AND
PREDICTABILITY over behavioral realism.

Every action and decision executes PER BOT AND PER TRIGGER. Small
increases in logic complexity scale
poorly across thousands of bots and negatively affect all. We prioritize
a stable system over a smarter
one. Bots don't need to behave perfectly; believable behavior is the
goal, not human simulation.
Default behavior must be cheap in processing; expensive behavior must be
opt-in.

Before submitting, make sure your changes aligns with these principles.
-->

## Pull Request Description
<!-- Describe what this change does and why it is needed -->

Fix for pull strategy multiplier and ending pull command

## How to Test the Changes
<!--
- Step-by-step instructions to test the change.
- Any required setup (e.g. multiple players, number of bots, specific
configuration).
- Expected behavior and how to verify it.
-->

1. Invite tank bot
2. Order him to attack mob (not pull)

## Impact Assessment
<!-- As a generic test, before and after measure of pmon (playerbot pmon
tick) can help you here. -->
- Does this change increase per-bot/per-tick processing or risk scaling
poorly with thousands of bots?
    - - [x] No, not at all
    - - [ ] Minimal impact (**explain below**)
    - - [ ] Moderate impact (**explain below**)



- Does this change modify default bot behavior?
    - - [x] No
    - - [ ] Yes (**explain why**)



- Does this change add new decision branches or increase maintenance
complexity?
    - - [x] No
    - - [ ] Yes (**explain below**)



## AI Assistance
<!--
AI assistance is allowed, but all submitted code must be fully
understood, reviewed, and owned by the contributor.
We expect contributors to be honest about what they do and do not
understand.
-->
Was AI assistance used while working on this change?
- - [x] No
- - [ ] Yes (**explain below**)
<!--
If yes, please specify:
- Purpose of usage (e.g. brainstorming, refactoring, documentation, code
generation).
- Which parts of the change were influenced or generated, and whether it
was thoroughly reviewed.
-->



<!--
TRANSLATIONS:
Anything new that the bots say in chat must be in a translatable format.
This is done using GetBotTextOrDefault,
which you can search for in the codebase to find examples. Your code
needs to have English as the default fallback,
while the full translations need to be in an SQL update file. The
languages in the file are the nine language
options supported by AzerothCore: English, Korean, French, German,
Chinese, Taiwanese, Spanish, Spanish Mexico, and
Russian. See
data/sql/playerbots/updates/2025_12_27_ai_playerbot_fishing_text.sql as
an example of a translation SQL
update, whose content are called within the codebase at
src/strategy/actions/FishingAction.cpp
-->

## Final Checklist

- - [x] Stability is not compromised.
- - [x] Performance impact is understood, tested, and acceptable.
- - [x] Added logic complexity is justified and explained.
- - [x] Any new bot dialogue lines are translated.
- - [x] Documentation updated if needed (Conf comments, WiKi commands).

## Notes for Reviewers
<!-- Anything else that's helpful to review or test your pull request.
-->
2026-04-21 10:37:54 -07:00
kadeshar
9c5b1d0027
Pull strategy GetTarget fix (#2316)
<!--
Thank you for contributing to mod-playerbots, please make sure that
you...
1. Submit your PR to the test-staging branch, not master.
2. Read the guidelines below before submitting.
3. Don't delete parts of this template.

DESIGN PHILOSOPHY: We prioritize STABILITY, PERFORMANCE, AND
PREDICTABILITY over behavioral realism.

Every action and decision executes PER BOT AND PER TRIGGER. Small
increases in logic complexity scale
poorly across thousands of bots and negatively affect all. We prioritize
a stable system over a smarter
one. Bots don't need to behave perfectly; believable behavior is the
goal, not human simulation.
Default behavior must be cheap in processing; expensive behavior must be
opt-in.

Before submitting, make sure your changes aligns with these principles.
-->

## Pull Request Description
<!-- Describe what this change does and why it is needed -->

Added  safe-guard condition for PullStrategy.GetTarget

## How to Test the Changes
<!--
- Step-by-step instructions to test the change.
- Any required setup (e.g. multiple players, number of bots, specific
configuration).
- Expected behavior and how to verify it.
-->

1. Invite bot tank
2. Use `reset boAI` or `nc +pull,+pull back` + `co +pull,+pull back`
3. Order bot to pull using command `pull my target` or `pull rti target`
on dead creature
4. Bot should run to mob, use ranged skill and back to point where he
started pull
Without `pull back` strategy bot run to mob, use ranged skill and wait
on mob until he come to bot

## Impact Assessment
<!-- As a generic test, before and after measure of pmon (playerbot pmon
tick) can help you here. -->
- Does this change increase per-bot/per-tick processing or risk scaling
poorly with thousands of bots?
    - - [x] No, not at all
    - - [ ] Minimal impact (**explain below**)
    - - [ ] Moderate impact (**explain below**)



- Does this change modify default bot behavior?
    - - [x] No
    - - [ ] Yes (**explain why**)



- Does this change add new decision branches or increase maintenance
complexity?
    - - [x] No
    - - [ ] Yes (**explain below**)



## AI Assistance
<!--
AI assistance is allowed, but all submitted code must be fully
understood, reviewed, and owned by the contributor.
We expect contributors to be honest about what they do and do not
understand.
-->
Was AI assistance used while working on this change?
- - [x] No
- - [ ] Yes (**explain below**)
<!--
If yes, please specify:
- Purpose of usage (e.g. brainstorming, refactoring, documentation, code
generation).
- Which parts of the change were influenced or generated, and whether it
was thoroughly reviewed.
-->



<!--
TRANSLATIONS:
Anything new that the bots say in chat must be in a translatable format.
This is done using GetBotTextOrDefault,
which you can search for in the codebase to find examples. Your code
needs to have English as the default fallback,
while the full translations need to be in an SQL update file. The
languages in the file are the nine language
options supported by AzerothCore: English, Korean, French, German,
Chinese, Taiwanese, Spanish, Spanish Mexico, and
Russian. See
data/sql/playerbots/updates/2025_12_27_ai_playerbot_fishing_text.sql as
an example of a translation SQL
update, whose content are called within the codebase at
src/strategy/actions/FishingAction.cpp
-->

## Final Checklist

- - [x] Stability is not compromised.
- - [x] Performance impact is understood, tested, and acceptable.
- - [x] Added logic complexity is justified and explained.
- - [x] Any new bot dialogue lines are translated.
- - [x] Documentation updated if needed (Conf comments, WiKi commands).

## Notes for Reviewers
<!-- Anything else that's helpful to review or test your pull request.
-->

Fix proposed by @brighton-chi
2026-04-19 09:49:09 -07:00
kadeshar
19249e90a0
Pull strategy migration (#2310)
<!--
Thank you for contributing to mod-playerbots, please make sure that
you...
1. Submit your PR to the test-staging branch, not master.
2. Read the guidelines below before submitting.
3. Don't delete parts of this template.

DESIGN PHILOSOPHY: We prioritize STABILITY, PERFORMANCE, AND
PREDICTABILITY over behavioral realism.

Every action and decision executes PER BOT AND PER TRIGGER. Small
increases in logic complexity scale
poorly across thousands of bots and negatively affect all. We prioritize
a stable system over a smarter
one. Bots don't need to behave perfectly; believable behavior is the
goal, not human simulation.
Default behavior must be cheap in processing; expensive behavior must be
opt-in.

Before submitting, make sure your changes aligns with these principles.
-->

## Pull Request Description
<!-- Describe what this change does and why it is needed -->

Pull strategy migration from cmangos for tank specializations

## How to Test the Changes
<!--
- Step-by-step instructions to test the change.
- Any required setup (e.g. multiple players, number of bots, specific
configuration).
- Expected behavior and how to verify it.
-->

1. Invite bot tank
2. Use `reset boAI` or `nc +pull,+pull back` + `co +pull,+pull back`
3. Order bot to pull using command `pull my target` or `pull rti target`
4. Bot should run to mob, use ranged skill and back to point where he
started pull
Without `pull back` strategy bot run to mob, use ranged skill and wait
on mob until he come to bot

## Impact Assessment
<!-- As a generic test, before and after measure of pmon (playerbot pmon
tick) can help you here. -->
- Does this change increase per-bot/per-tick processing or risk scaling
poorly with thousands of bots?
    - - [x] No, not at all
    - - [ ] Minimal impact (**explain below**)
    - - [ ] Moderate impact (**explain below**)



- Does this change modify default bot behavior?
    - - [x] No
    - - [ ] Yes (**explain why**)



- Does this change add new decision branches or increase maintenance
complexity?
    - - [x] No
    - - [ ] Yes (**explain below**)



## AI Assistance
<!--
AI assistance is allowed, but all submitted code must be fully
understood, reviewed, and owned by the contributor.
We expect contributors to be honest about what they do and do not
understand.
-->
Was AI assistance used while working on this change?
- - [ ] No
- - [x] Yes (**explain below**)
<!--
If yes, please specify:
- Purpose of usage (e.g. brainstorming, refactoring, documentation, code
generation).
- Which parts of the change were influenced or generated, and whether it
was thoroughly reviewed.
-->

Help with migration and solving some problems

<!--
TRANSLATIONS:
Anything new that the bots say in chat must be in a translatable format.
This is done using GetBotTextOrDefault,
which you can search for in the codebase to find examples. Your code
needs to have English as the default fallback,
while the full translations need to be in an SQL update file. The
languages in the file are the nine language
options supported by AzerothCore: English, Korean, French, German,
Chinese, Taiwanese, Spanish, Spanish Mexico, and
Russian. See
data/sql/playerbots/updates/2025_12_27_ai_playerbot_fishing_text.sql as
an example of a translation SQL
update, whose content are called within the codebase at
src/strategy/actions/FishingAction.cpp
-->

## Final Checklist

- - [x] Stability is not compromised.
- - [x] Performance impact is understood, tested, and acceptable.
- - [x] Added logic complexity is justified and explained.
- - [x] Any new bot dialogue lines are translated.
- - [ ] Documentation updated if needed (Conf comments, WiKi commands).

## Notes for Reviewers
<!-- Anything else that's helpful to review or test your pull request.
-->

Stability test after randomize new bots
<img width="465" height="172" alt="obraz"
src="https://github.com/user-attachments/assets/6e39a8c0-f23b-47cc-852a-71fa98044a31"
/>

---------

Co-authored-by: Keleborn <22352763+Celandriel@users.noreply.github.com>
2026-04-17 14:07:47 -07:00
kadeshar
665a702a65
Worldbuff classic support (#2311)
<!--
Thank you for contributing to mod-playerbots, please make sure that
you...
1. Submit your PR to the test-staging branch, not master.
2. Read the guidelines below before submitting.
3. Don't delete parts of this template.

DESIGN PHILOSOPHY: We prioritize STABILITY, PERFORMANCE, AND
PREDICTABILITY over behavioral realism.

Every action and decision executes PER BOT AND PER TRIGGER. Small
increases in logic complexity scale
poorly across thousands of bots and negatively affect all. We prioritize
a stable system over a smarter
one. Bots don't need to behave perfectly; believable behavior is the
goal, not human simulation.
Default behavior must be cheap in processing; expensive behavior must be
opt-in.

Before submitting, make sure your changes aligns with these principles.
-->

## Pull Request Description
<!-- Describe what this change does and why it is needed -->

Added support for flask and food for vanilla and TBC
## Vanilla

| Class | Spec | Buff IDs | Buffs |
| --- | --- | --- | --- |
| Warrior | Arms | `17538`, `24799` | Elixir of the Mongoose; Smoked
Desert Dumplings |
| Warrior | Fury | `17538`, `24799` | Elixir of the Mongoose; Smoked
Desert Dumplings |
| Warrior | Protection | `17626`, `25661` | Flask of the Titans; Dirge's
Kickin' Chimaerok Chops |
| Paladin | Holy | `17627`, `18194` | Flask of Distilled Wisdom;
Nightfin Soup |
| Paladin | Protection | `17626`, `25661` | Flask of the Titans; Dirge's
Kickin' Chimaerok Chops |
| Paladin | Retribution | `17628`, `24799` | Flask of Supreme Power;
Smoked Desert Dumplings |
| Hunter | Beast Mastery | `17538`, `18192` | Elixir of the Mongoose;
Grilled Squid |
| Hunter | Marksmanship | `17538`, `18192` | Elixir of the Mongoose;
Grilled Squid |
| Hunter | Survival | `17538`, `18192` | Elixir of the Mongoose; Grilled
Squid |
| Rogue | Assassination | `17538`, `18192` | Elixir of the Mongoose;
Grilled Squid |
| Rogue | Combat | `17538`, `18192` | Elixir of the Mongoose; Grilled
Squid |
| Rogue | Subtlety | `17538`, `18192` | Elixir of the Mongoose; Grilled
Squid |
| Priest | Discipline | `17628`, `18194` | Flask of Supreme Power;
Nightfin Soup |
| Priest | Holy | `17627`, `18194` | Flask of Distilled Wisdom; Nightfin
Soup |
| Priest | Shadow | `17628`, `18194` | Flask of Supreme Power; Nightfin
Soup |
| Shaman | Elemental | `17628`, `18194` | Flask of Supreme Power;
Nightfin Soup |
| Shaman | Enhancement | `17538`, `24799` | Elixir of the Mongoose;
Smoked Desert Dumplings |
| Shaman | Restoration | `17627`, `18194` | Flask of Distilled Wisdom;
Nightfin Soup |
| Mage | Arcane | `17628`, `18194` | Flask of Supreme Power; Nightfin
Soup |
| Mage | Fire | `17628`, `18194` | Flask of Supreme Power; Nightfin Soup
|
| Mage | Frost | `17628`, `18194` | Flask of Supreme Power; Nightfin
Soup |
| Warlock | Affliction | `17628`, `25661` | Flask of Supreme Power;
Dirge's Kickin' Chimaerok Chops |
| Warlock | Demonology | `17628`, `25661` | Flask of Supreme Power;
Dirge's Kickin' Chimaerok Chops |
| Warlock | Destruction | `17628`, `25661` | Flask of Supreme Power;
Dirge's Kickin' Chimaerok Chops |
| Druid | Balance | `17628`, `18194` | Flask of Supreme Power; Nightfin
Soup |
| Druid | Feral Bear | `17626`, `25661` | Flask of the Titans; Dirge's
Kickin' Chimaerok Chops |
| Druid | Restoration | `17627`, `18194` | Flask of Distilled Wisdom;
Nightfin Soup |
| Druid | Feral Cat | `17538`, `24799` | Elixir of the Mongoose; Smoked
Desert Dumplings |

## TBC

| Class | Spec | Buff IDs | Buffs |
| --- | --- | --- | --- |
| Warrior | Arms | `28520`, `33256` | Flask of Relentless Assault;
Roasted Clefthoof |
| Warrior | Fury | `28520`, `33256` | Flask of Relentless Assault;
Roasted Clefthoof |
| Warrior | Protection | `28518`, `33257` | Flask of Fortification;
Fisherman's Feast |
| Paladin | Holy | `28491`, `39627`, `33263` | Elixir of Healing Power;
Elixir of Draenic Wisdom; Blackened Basilisk |
| Paladin | Protection | `28518`, `33257` | Flask of Fortification;
Fisherman's Feast |
| Paladin | Retribution | `28520`, `33256` | Flask of Relentless
Assault; Roasted Clefthoof |
| Hunter | Beast Mastery | `28520`, `33261` | Flask of Relentless
Assault; Warp Burger |
| Hunter | Marksmanship | `28520`, `33261` | Flask of Relentless
Assault; Warp Burger |
| Hunter | Survival | `28520`, `33261` | Flask of Relentless Assault;
Warp Burger |
| Rogue | Assassination | `28520`, `33261` | Flask of Relentless
Assault; Warp Burger |
| Rogue | Combat | `28520`, `33261` | Flask of Relentless Assault; Warp
Burger |
| Rogue | Subtlety | `28520`, `33261` | Flask of Relentless Assault;
Warp Burger |
| Priest | Discipline | `28491`, `39627`, `33263` | Elixir of Healing
Power; Elixir of Draenic Wisdom; Blackened Basilisk |
| Priest | Holy | `28491`, `39627`, `33263` | Elixir of Healing Power;
Elixir of Draenic Wisdom; Blackened Basilisk |
| Priest | Shadow | `28540`, `33263` | Flask of Pure Death; Blackened
Basilisk |
| Shaman | Elemental | `28521`, `33263` | Flask of Blinding Light;
Blackened Basilisk |
| Shaman | Enhancement | `28520`, `33261` | Flask of Relentless Assault;
Warp Burger |
| Shaman | Restoration | `28491`, `39627`, `33263` | Elixir of Healing
Power; Elixir of Draenic Wisdom; Blackened Basilisk |
| Mage | Arcane | `28521`, `33263` | Flask of Blinding Light; Blackened
Basilisk |
| Mage | Fire | `28540`, `33263` | Flask of Pure Death; Blackened
Basilisk |
| Mage | Frost | `28540`, `33263` | Flask of Pure Death; Blackened
Basilisk |
| Warlock | Affliction | `28540`, `33263` | Flask of Pure Death;
Blackened Basilisk |
| Warlock | Demonology | `28540`, `33263` | Flask of Pure Death;
Blackened Basilisk |
| Warlock | Destruction | `28540`, `33263` | Flask of Pure Death;
Blackened Basilisk |
| Druid | Balance | `28521`, `33263` | Flask of Blinding Light;
Blackened Basilisk |
| Druid | Feral Bear | `28518`, `33257` | Flask of Fortification;
Fisherman's Feast |
| Druid | Restoration | `28491`, `39627`, `33263` | Elixir of Healing
Power; Elixir of Draenic Wisdom; Blackened Basilisk |
| Druid | Feral Cat | `28520`, `33261` | Flask of Relentless Assault;
Warp Burger |

## How to Test the Changes
<!--
- Step-by-step instructions to test the change.
- Any required setup (e.g. multiple players, number of bots, specific
configuration).
- Expected behavior and how to verify it.
-->

1. Invite bot with 60-79 level
2. Add him strategy `nc +worldbuff`
3. Bot should apply buffs


## Impact Assessment
<!-- As a generic test, before and after measure of pmon (playerbot pmon
tick) can help you here. -->
- Does this change increase per-bot/per-tick processing or risk scaling
poorly with thousands of bots?
    - - [x] No, not at all
    - - [ ] Minimal impact (**explain below**)
    - - [ ] Moderate impact (**explain below**)



- Does this change modify default bot behavior?
    - - [x] No
    - - [ ] Yes (**explain why**)



- Does this change add new decision branches or increase maintenance
complexity?
    - - [x] No
    - - [ ] Yes (**explain below**)



## AI Assistance
<!--
AI assistance is allowed, but all submitted code must be fully
understood, reviewed, and owned by the contributor.
We expect contributors to be honest about what they do and do not
understand.
-->
Was AI assistance used while working on this change?
- - [ ] No
- - [x] Yes (**explain below**)
<!--
If yes, please specify:
- Purpose of usage (e.g. brainstorming, refactoring, documentation, code
generation).
- Which parts of the change were influenced or generated, and whether it
was thoroughly reviewed.
-->

Prepare list of buffs based on website and apply them to matrix.
Randomly reviewed ids with guides and in-game

<!--
TRANSLATIONS:
Anything new that the bots say in chat must be in a translatable format.
This is done using GetBotTextOrDefault,
which you can search for in the codebase to find examples. Your code
needs to have English as the default fallback,
while the full translations need to be in an SQL update file. The
languages in the file are the nine language
options supported by AzerothCore: English, Korean, French, German,
Chinese, Taiwanese, Spanish, Spanish Mexico, and
Russian. See
data/sql/playerbots/updates/2025_12_27_ai_playerbot_fishing_text.sql as
an example of a translation SQL
update, whose content are called within the codebase at
src/strategy/actions/FishingAction.cpp
-->

## Final Checklist

- - [x] Stability is not compromised.
- - [x] Performance impact is understood, tested, and acceptable.
- - [x] Added logic complexity is justified and explained.
- - [x] Any new bot dialogue lines are translated.
- - [x] Documentation updated if needed (Conf comments, WiKi commands).

## Notes for Reviewers
<!-- Anything else that's helpful to review or test your pull request.
-->



[VANILLA_CONSUMABLE_WORLD_BUFFS.md](https://github.com/user-attachments/files/26761020/VANILLA_CONSUMABLE_WORLD_BUFFS.md)

[TBC_CONSUMABLE_WORLD_BUFFS.md](https://github.com/user-attachments/files/26761021/TBC_CONSUMABLE_WORLD_BUFFS.md)
2026-04-17 13:54:52 -07:00